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Shakko
10-17-2005, 02:48 AM
Just a note before even getting into this...this post is meant to be constructive and help people learn to -play- their class, not to have an excuse to stop playing.  Please, if you want to complain, do it in another thread--let's actually have a constructive gameplay post here to help people get along.  Feel free to respond with any tips you may have and also correct me if my strategy is off.  I'm not a perfect player, but I get along fine!  I will try to tailor this for those lower level wardens whom I know are having a very hard time as well, but I haven't played that low post-CU, so hopefully I can wing it. =) ------ 1) Direct Heals and HoT's You've probably noticed by now our direct heals are lacking a bit.  Personally, I like the HoT effect, but I admit it is -very- difficult to heal someone to full when the situation gets sticky.  The first and formost spell you absolutely -need- to cast is your main line of HoT (Regrowth, Greater Regrowth, et cetera.) Always keep this on the tank, that healing is a godsend.  Anyway, back to the direct heals.  Using your basic direct heal (bloom, nature's healing, nature's caress, et cetera) is a must after the tank starts taking damage your regen can't handle.  Generally, if your tank starts to drop below 85-90%, that's the time to cast it.  If it's not enough to keep the tank in the green, follow it up with your higher healing direct heal (effloresce, nature's embrace, et cetera).  And if that's -still- not enough (this is the part that becomes less obvious <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ) follow those up with your group direct heal spell (sylvan wind, healing breeze, gale of healing).  This group heal is pretty much, in essence, another bloom / NH / NC.  With those three heals on, not only will your tank have four regens on, but also the grand total of your direct healing is much higher than if you just stick with your bloom and effloresce line of heals. Use your emergency heals sparingly--if a DPS is about to die because he accidentally got aggro because he's too trigger happy, let him die.  The emergency heals should be used for -emergencies-...situations that would cuase a groupwide wipe.  Save it for the tank.  Once you get your group emergency heal, save that for when aggro gets wonky, or if the initial single target one isn't enough to pull your tank out of red. 2) Buffs Woo, here's the fun part.  Simple too. =)  We as wardens specialize in taking on elemental enemies.  That includes both elemental in makeup and also elemental in damage.  I have been able to MH a group against a very nasty djinn lord with a -very- nasty elemental DoT spell easily.  Always make sure your elemental resistance buff is up.  That, in my opinion, is our most important one.  Follow this with your group physical and magic mitigation buff, and then, of course, your group wis / agi buff.  Always keep your single target wis and power buff on yourself, that power is wonderful, and I have yet to run out in a fight, and also on your tank--just to give him that extra power for taunts.  And there's no reason not to use wolf form.  Use damage shield on your tank when your group is actually fighting, but try to keep it off when you're in transit--it sucks to have to yell off every mob that hits the tank.  Keep your primeval instinct line of buffs up on the lowers level melee class OR, if there's not a big difference in levels, a scout class.  Honestly, though, my favorite group buff would have to be the elemental ward.  Yeah, I know you don't get this until just before level 30, but still--it rocks!  I was grouped with a warlock and a paladin and we went up against a level 55 mob who casts a 11k damage ice comet.  Man, the paladin resisted every cast--until the buff wore off, when he promptly died the next time the dude casted it. But still, we would have had him if the warlock didn't run out of power--fight ran into a brick wall after that, and the mob was almost dead.  Anyway, yeah, if you know you're going up against a nasty elemental caster, -always- always keep this buff in mind.  The ward is nice, the resistances are nice. Oh, and always keep your numbing / tranquilizing spores buff up too.  =P 3) DPS Eh, probly the least interesting part of a warden.  Cast your cold DoT, nuke with cold spells, wonder why summer's flame is fire based. Anyone else have stuff to add to this? I certainly don't. 4) Duststorm and other (mostly later level) utility Duststorm...can't talk enough about it.  Cast it when you're going up against a long fight with a +++, or against a pull with many mobs in it.  If you're duoing / trioing, always try to keep it up--considering the down time in these types of groups, that should be pretty possible.   It's not worth casting when the DPS is high enough that fights last only twenty to thirty seconds, unless you're at a static camp. If someone wants to chime in with Heirophantic Genesis strategy, go right ahead, I haven't toiled around much with it.  Our roots can be considered a form of crowd control, but a very fragile one, and it requires a lot of coordination with your group.  If your tank pulled a few too many (i've only been able to do this while communicating through ventrilo), you can always try to root a group or a single mob and keep them / him locked down.  Generally they won't be taking any damage, so the chances of it breaking are slim...just be sure to tell your group to stay away from them, as they attack anyone who's within proximity. 5) --READ THIS ONE!!-- Staus Heals I believe status healing is THE MOST IMPORTANT PART to being a successful healer right now.  ALWAYS ALWAYS prioritize status heals over DPS or little needed heals.  I'm serious, status afflictions (like poisons, stuns, debuffs) can EASILY offset our HoT's and need to be cured as quickly as possible  Keep your status heals on your main hotkey bar and PAY ATTENTION to your tank's (and the rest of your group's) status affliction bar.  Memorize the location of the status heals (I ordered them in the order that they show up in the bar, trauma first, arcane second, noxious third, elemental last--and located them at 9, 0, - and =, respectively) and have a fast reaction time to cure the status once you see it.  I have seen every other healing class ignore these, and i don't know how they get around doing that, but I cannot emphasize enough how important it is to cure status afflictions.  Once you get your Verdant Whisper line of spells (I believe the first one is at 42), do NOT use it until you absolutely need to--save it for the groupwide elemental / trauma attacks.  The mana cost and the recast timer is nasty, and you can get by with just using your single target casts.  Upgrade it as soon as you can, as well, since its effectiveness will be put to question once you get into the 50's. 6) Upgrading Spells The order in which you should upgrade spells should be, in my opinion... Bloom / Nature's Healing / Nature's Caress / Blahblah -  this is the first line of healing spells that you'll cast on the tank.  Always take the Master II options if they're available, or opt out that rare gem for an adept III. Regrowth / Greater Regrowth / Blahblah - Again, take the Master II version if you can, but opt out for Adept III if it's not available. Effloresce / Nature's Embrace / Verdant Rapture / Blahblah - You may take this one over regrowth or whatever, depending on what you feel you need to upgrade really, but honestly I think that the regrowth line is much more important. Sylvan Wind / Healing Breeze / Gale of Healing - This is my favorite healing spell, honestly.  It's such a great go-to spell when you need that little edge with your healing.  Try to upgrade it to Adept III once you get it, but always prioritize the ones mentioned above over this. Random Buffs - Well, I ordered the importance of the buffs earlier, and if you honestly feel the need to upgrade them, I'd follow that guide. *wince* DPS - Well...I doubt you'll get much out of these upgrades, which is why I list them last, but if you don't have anything else to spend that rare on...go ahead.  I'd go for the DoT first, then the nuke that deals extra damage to elementals.  Those upgrade nicely. ----- Okay, that's about all I have to add.  Please feel free to contribute your strategies and such, or toss in a correction if you feel I've made an error--which is entirely possible!  But PLEASE do it in a constructive manner, I won't respond to flames.  And PLEASE PLEASE do not hijack this thread with how useless wardens are becoming, blahblah.  I know we're in a sticky situation, but this post is (again) meant to HELP, not give us a reason to give up.  We are a wonderful class and I have tons of fun playing my warden.  Please don't hijack this thread.  =)<div></div>

Naithik
10-17-2005, 04:39 AM
<DIV>I'll try to keep it constructive <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>First, I disagree with using group heals when normal heals can't do the job. Unlike other classes, our group heals really heals everyone equally, that means not much per person, but a good amount total. So considering the time it takes to cast a group heal or regen, you could heal just as much if not more by waiting for your single target heals to be up, and spam them.  Group regens should be used if you have a bit of spare time, to cure those canibalizing, or getting AoEs.</DIV> <DIV> </DIV> <DIV>As for the elemental ward, I could not disagree more. It gives something like 800 dmg ward, for 36 seconds. Although it does sound nice, I don't see how that could help you survive an 11k ice comet. It also raises your resistance by maybe 5% so you would take about 5% less dmg. If you know you are fighting a strong elemental caster, sure put the ward up. But don't rely on it too much because it's effect is minor.</DIV> <DIV> </DIV> <DIV>About the feral blessing, when going against a strong mob, cast it on your tank. If the tank hits more often, he gets more agro, and you get killed less often <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>DPS: if you are going to be DPS (yeah that tends to happen from time to time since you will often be secondary healer, and might not have to heal at all) use the DoT/debuff, then both DD. not much else to say.</DIV> <DIV> </DIV> <DIV>No strategy with hierophant's genesis. Since CR, this heals for less than regular heals spamming. You might want to use it to recover power (since it uses slightly less than spamming) but most of the time, you will have plenty of power.</DIV> <DIV> </DIV> <DIV>edit:</DIV> <DIV> </DIV> <DIV>One last thing. If you have a super trigger happy mage or scout in your team, tell him once or twice to relax DPS so the tank can keep agro, and to remove any hate increasing buff they have on them. If they keep getting agro, stop healing them. That'snot nice, not at all, but you'll see your group will do a lot better since you will be able to concentrate on healing the  tank, and not trigger happy DPS people. Sacrificing one for the group is sometimes the best thing to do.</DIV><p>Message Edited by Naithik on <span class=date_text>10-16-2005</span> <span class=time_text>05:42 PM</span>

Shakko
10-17-2005, 04:47 AM
Gale of Healing, Adept III: 316-387 direct, 44-54 / second 1.5 seconds to cast Sylvan Waters, Master II: 324-396, 54-66 / second 1 second to cast I've found myself in a bunch of situations where Sylvan Waters is still about two seconds from being able to cast, and I -just- casted VR, and the tank really needs an extra boost.  I'm not talking about chlorostorm and whatever, that takes -way- too long to cast. and I -like- the elemental ward, I'll have you know.  It's good for absorbing those initial nukes and also for resisting. =P If the DPS is taking too much aggro, I'll heal him, but I won't use emergency heals.  As long as he apologizes for it. <div></div>

Naithik
10-17-2005, 04:58 AM
<DIV>mm gotta retest the group heal, might be interesting. not efficient but interesting.</DIV> <DIV> </DIV> <DIV>And you are too soft. If a trigger happy dps dies, I just smile <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> if he apologizes, I don't really mind. Someone getting agro all the time is just a risk of wipe. If they find out about it without having to die 50 times, good for them <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV>

Shakko
10-17-2005, 05:02 AM
Efficient as in like...mana?  Or just convenience...cause I dunno about you, but I hardly ever have mana problems. It may be impractical, but it's -really- useful. =)  Like I said, it's another sylvan waters. And I am not soft!  I just....well, yeah, I'm soft. =( <div></div>

Sorano
10-17-2005, 05:07 AM
Gale of Healing is like having another SW, albeit at a much higher power cost and is most definitely useful to have when your tank is taking a huge amount of damage. I tend to chain cast SW, VR, Gale, SW, when things get sticky. I burn through power like no tomorrow though, and it certainly makes me laugh to think that Lockeye meant for us to be the most power efficient priest class.

Unmask
10-17-2005, 11:22 AM
You know, a 1 hp 0 power heal with no recast timer would be the most efficient heal in the game.... <div></div>

xxFlukexx
10-17-2005, 01:23 PM
<DIV>1) I don't find my pure HoT to be useful in groups with another healer as much as when I'm the solo healer. This is because say the tank is at 90%, I put on my HoT, tank goes down to 75%, and another healer heals him to full, my HoT might only have 'used' 3 of it's 7 ticks making it very unefficient(especially with a high avoidance tank and spike damage) but that's another story. </DIV> <DIV> </DIV> <DIV>2) Oh yeah, a few levels ago I found out about this priest buff called Spirit of the Bat(gives in combat power regen and umm I forget maybe something else) that you get from completing one of the adventure packs. But you can get a sage to make one for you. I think it's a level 30 spell or something(if no one else posts i'll get my info on it tommorrow) Oh yeah and don't forget to feather your party once you get everyone gathered, it's really embarassing to get killed doing something stupid and then you have to revive and walk back to the group and hold everyone up.</DIV> <DIV> </DIV> <DIV>3) I have two modes: DPS mode(aka solo mode) and Pure healer mode. You can't really do good DPS until you get Summer's Flame, but once you do, you can pretty much constantly cast damage nukes. Oh yeah and I don't even bother with a good dps weapon anymore, having more + wis and + power is more important and in a group you don't want to get close enough to a mob because many mobs have PB AoEs and you don't want to have to waste power healing yourself. And don't forget your creature mastery smites! Pre-CU they weren't good, but now they are crazy good, they have a 2 min downtime, but that's because they are so awesome, huge damage + a debuff.</DIV> <DIV> </DIV> <DIV>Oh yeah, don't even bother with battle rezzing, if the main tank died and your group has no other tank, it is usually better to run. Also if a wizard grabs aggro and dies early in the battle, don't bother with battle rezzing him because he comes back with zero power, but a ranger, he can shoot with no power and other scouts can add in some dps with low power so battle rez away with them.</DIV> <DIV> </DIV> <DIV>Personally I like to have 3 different bars, solo bar, pure healer bar (with all group heals and status removals and emergency hate reducers) and a buff bar, or you can put on 2-3 bars on your screen at once either way make sure you have as many skills accessible as possible.</DIV> <DIV> </DIV> <DIV>What I'd really like to know is what I should use as my activatibles, probably a +wis hex doll, but are there any good potions that give back power? Most of the ones I see give out power very slowly(like a regen!) and not very worth it. Even the Manastone is meh, not that great.</DIV>

Disenfranchised
10-17-2005, 05:37 PM
<P>Wow, a long and thoroughly thought out post.</P> <P>You could have condensed it a bit.</P> <P>1) Spam your heals.</P> <P>2) Spam your heals.</P> <P>3) Logout to let fingers uncramp.</P> <P>4) Read pitiful or non-responses from devs.</P> <P>5) Pull the plug on your account.</P> <P>That's about it.</P> <P>Mega nerfed 50 Warden looking for a new game to spend my money on. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></P> <P> </P>

Shakko
10-17-2005, 07:38 PM
<div></div>Oh yeah, forgot about spirit of the bat! Hehe, that spell's fun, I just recently upgraded it to Adept III. I've yet to use my battle rez, always group with a paladin--their rez is soo much better.  But hey, after a wall froze on us all and half the group died from falling, equinox saved time. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> Edit: As far as activatable stuff...I just have a wisdom doll and my manastone in there.  Always use your manastone early in the battle if you think it's going to last a while, that way you can get at least one more use out of it.. <div></div><p>Message Edited by Shakko on <span class=date_text>10-17-2005</span> <span class=time_text>10:44 AM</span>

Light_Journey
10-17-2005, 08:06 PM
<BR> <BLOCKQUOTE> <HR> Shakko wrote:<BR>Just a note before even getting into this...this post is meant to be constructive and help people learn to -play- their class, not to have an excuse to stop playing.  Please, if you want to complain, do it in another thread--let's actually have a constructive gameplay post here to help people get along.  Feel free to respond with any tips you may have and also correct me if my strategy is off.  I'm not a perfect player, but I get along fine!  I will try to tailor this for those lower level wardens whom I know are having a very hard time as well, but I haven't played that low post-CU, so hopefully I can wing it. =)<BR> <HR> </BLOCKQUOTE> <DIV>I actually appreciate your posting something like this (though I dont agree that the play style is at the heart of our various problems).  I too formulate various strategies for different encounters on my 50+ Warden, and there really is a science to it.  Many of the techniques you outline, are techniques that I use.</DIV> <DIV> </DIV> <DIV>Based on our current abilities, I'd say your strategy is, for the most part, well thought out (though play style is subjective and many may disagree and offer alternatives).  Other than agreeing that the strategy is sound, I can't say I have more to add... so, I'm off :smileyhappy:</DIV>

xxFlukexx
10-18-2005, 10:32 AM
<DIV>Just updating my info on Spirit of the Bat (incase anyone is looking for it). It's a lvl 35 spell for a druid, you get it from completing the Bloodline Chronicles I believe, *but* you can get a sage to make a scroll for you even if you don't have the Bloodline Chronicles. I got the adept III version(takes a tier 4 rare I believe) Buff gives +18.9 agility, +9.4 power per tick in combat and +98 max power. Takes no concentration, but can be mantained on a single ally. I highly recommend getting the adept III version.</DIV>

Aethlred
10-19-2005, 12:59 AM
Does Spirit of the Bat stack with prismatic, GEBs, and/or group crack?

Dragonreal
10-19-2005, 02:53 AM
All of the above =)

Xylass
10-19-2005, 03:15 AM
<P>ps i use Heirophantic Genesis as my 4th regen on the MT insted of the group heals but i do not use it all the way just for a bit untell the others start to go down the regen from all 4 is more than most big heals we have right now</P> <P>my 2 cp</P> <P>Skywise</P> <P>58th Warden</P> <P>on AB in HA</P>