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View Full Version : Warden PvP: Melee vs Spell


Sehk
07-31-2007, 11:54 PM
I realise there are a number of topics discussing the pros and cons of melee and spell-based play, and also topics on Warden PvP, but I've found very little discussion of the two issues together. Prior to EoF, I played a 70 Warden on Venekor, and have recently returned to the game (and Venekor), with a new baby Warden. I've experimented with the combat arts, and have formed a few partial opinions and predictions about their viability in PvP. The following are not intended to be statements of fact, but instead concerns, questions and considerations that I'd appreciate your thoughts on, should you have any. Some of these issues are not specific to PvP, whilst others are. <b>1. I'd Kill You... if I Could Hit You</b> As a spell-based Warden, I've often taken great pleasure in turning the tides on a would-be ganker, who may con yellow or even higher. Resists permitting (which since GU36 they usually do), hurting higher-level PvP targets with spells is very possible. Unfortunately, the same cannot be said for combat arts. In equivalent gear and with maximum weapon skill, even a yellow-con scout is very difficult to hit with CAs. The end result is that the melee Warden, whilst no less survivable than the spell-casting counterpart, must attempt to survive much longer in order to do enough damage to win a PvP fight. This can easily lead, in my experience, to the next issue... <b>2. Power Problems</b> As many have pointed out, there seems to be a disconnect between the Warden's EoF melee achievements, and the availability of gear to support their needs. The ideal combination of STR and WIS (and for PvP, STA) is uncommon, especially-so while leveling up. For me, this has resulted in a Warden who is undeniably less well-rounded gear-wise than the casting equivalent. In PvP this translates to a marked decrease in staying-power, especially as a healer in groups, and painfully evident when facing off against another healer who has geared for power pool and spell damage. The melee Warden may have more burst damage, but it is still nowhere near enough to frighten another healer, and with a significantly smaller power pool, the fight is unlikely to end favourably for the melee Warden. <b>3. Hi, I'm the Healer, and I'm in Your Face</b> There's definitely something attractive about being able to run into a PvP fray, get up nice and close to your enemies, and smack them around with a big hammer. However, whether the Warden likes (or realises) it or not, in group PvP a Warden is a healer. Both friends, and enemies are going to see it as such, and behave accordingly. For friends, this means they will be expecting the Warden to heal them, and for enemies, it means the Warden is going to be an early target for focus-fire. Is the melee Warden practical in group PvP? To contribute damage, a melee Warden needs to be in the thick of things, risking being hit by AE attacks and taunts, and being generally more noticeable. In the middle of all this, the melee Warden frequently needs to stop, stand still and cast heals -- right under the noses of the enemy group, and in range of more interrupts and stifles than a caster attempting to hug the outskirts of the battle. If the melee Warden chooses to hang back, not deal damage and only heal (often the best tactic anyway, depending on the fight), the Warden's lower power pool may soon create problems for both the Warden, and his or her group. <b>4. Fast Cast</b> One undeniable advantage which the melee CAs enjoy over spells, is their very fast cast times, and practically uninterruptable nature. This is a big 'win' for the CAs in PvP, and though it's quite obvious, I felt that it should be stated. Unfortunately, it's the only area I can see where the CAs are superior in PvP, and alone this benefit does not make up for the number of problems they generate. I just want to clarify that I quite like the melee Warden concept, and am in no way suggesting that it's the 'wrong' choice, or anything of that nature. I imagine that for some, the melee play style works very well for them, even in PvP, and I'm especially hoping to hear from those of you who feel comfortable with it, and have been able to make it work. (EDIT: Formatting went nuts)

Arielle Nightshade
08-01-2007, 07:02 PM
<p>Well said.  70 Warden retired from Venekor, as well. </p><p>The only difference in opinion I have is:  when melee spec'd and in the middle of the fray, I was a harder target.  The first fight I had (group v. group) after melee spec was available I took NO damage and was able to heal my group uninterrupted.  I don't think the Bad Guys (or..uh..in this case, they were good...well you know..)  even knew I was there until they were dead - because my usual style was to stay back casting heals and nukes.</p><p>Unfortunately, now that melee spec has been around awhile - it is expected, and you are still, as Sehk says, The Healer.   You are going to be targeted for that, and you are going to be expected to do it.   Unless you have 2 healers in the group, melee spec pretty much only helps if you are over 60, can get decent STR items, and are soloing...IMO.  I'm sure others have a different take on it - but let's hear it for diversity <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Oakum
08-02-2007, 11:28 AM
A well thought out post.