A Second/Third/Fourth/Fifth Chance - A Dwarven Warden build

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A Fifth Chance: Dwarven Warden/Earthfast Brigadier/Ceaseless Guardian

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Note that this build goes with the Dwarves getting a +2 to Strength option, as that has been confirmed for essentials. It won't be too big of a deal, however, as it doesn't change anything.

Back to 5/encounter Second Winds with the ED switch.

EDIT: updated to use Resilience of Stone since the dwarf's minor action SW is only 1/encounter now with essentials.

Level 1 Snapshot

Race: Dwarf
Class: Warden
Guardian Might: Earthstrength

Ability Scores with racial adjustments:
Strength 18 (+4)
Constitution 18 (+4)
Dexterity 12 (+1)
Intelligence 8 (-1)
Wisdom 10 (+0)
Charisma 12 (+1)

HP: 35--> 17 base, +18 Constitution
Bloodied: 17 HP or less
Surges: 13
Surge Value: 8

AC: 19--> 10 base, +3 armor, +2 shield, +4 Constitution
Fortitude: 15--> 10 base, +4 Strength, +1 class
Reflex: 13--> 10 base, +2 shield, +1 Dexterity
Will: 12--> 10 base, +1 class, +1 Charisma

Initiative: +1--> +1 Dexterity

Speed: 5--> 5 base

At-Will Powers:
L1: Thorn Strike
L1: Weight of Earth

Encounter Powers:
L1: Roots of Stone

Daily Powers:
L1: Form of Winter's Herald

Feats:
L1: Sudden Roots

Gear (Expected GP=100)
Warhammer (15 gp)
Hide Armor (30 gp)
Standard Adventurer's Kit (15 gp)
5 Throwing Hammers (25 gp)
5 gp

Discussion:
Our initial attribute array is important, but not overly so. Strength and Constitution get the majority of the points (18 out of 22, for pre-racial 16s) because most of our attacks key off Strength, and Constitution increases our AC, HP, and surges (all of which are important to us). Wisdom and Dexterity get the rest of the points (4 out of 22, for pre-racial 12s) because we need to qualify for some important feats, and we can't forsake our Reflex defense.

Thorn Strike is a nice little power that pulls enemies back to you, and Weight of Earth is an at-will slow, which is always nice to have. Roots of Stone is a very nice power that gives enemies a huge disincentive to move away from you, and we all know how good Form of Winter's Herald can be.

Sudden Roots will be a nice way to slow enemies that move away without shifting (because hindering terrain and other effects will prevent that), which we will combine with Crippling Crush later for some nice damage.


Level 11 Snapshot

Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Paragon Path: Earthfast Brigadier

Ability Scores with racial adjustments:
Strength 21 (+5)
Constitution 20 (+5)
Dexterity 13 (+1)
Intelligence 9 (-1)
Wisdom 11 (+0)
Charisma 14 (+2)

HP: 107--> 17 base, +20 Constitution, +70 levels
Bloodied: 53 HP or less
Surges: 16
Surge Value: 31

AC: 27--> 10 base, +5 levels, +3 armor, +2 shield, +2 enhancement +5 Constitution
Fortitude: 23--> 10 base, +5 levels, +2 enhancement +5 Strength, +1 class
Reflex: 21--> 10 base, +5 levels, +2 shield, +2 enhancement, +1 Dexterity, +1 BoQ
Will: 20--> 10 base, +5 levels, +1 class, +2 enhancement, +2 Charisma

Initiative: +6--> +1 Dexterity, +5 levels

Speed: 5--> 5 base

At-Will Powers:
L1: Thorn Strike
L1: Weight of Earth

Encounter Powers:
L1: Roots of Stone
L3: Rough Strike
L7: Mountain's Sature
L11: Receive the Charge

Daily Powers:
L1: Form of Winter's Herald
L5: Boiling Cloud
L9: Form of the Oak Sentinel

Utility Powers:
L2: Endure Pain (endurance skill power)
L6: Treacherous Ice
L10: Spiritual Rejuvenation

Feats:
L1:
Resilience of Stone
L2: Sudden Roots
L4: Crippling Crush
L6: Inspiring Leader
L8: Weapon Expertise (Hammers)
L10: Earthstrength Resilience
L11: Dwarven Durability

Magic Items (Expected GP=32,000):
L12 (13,000): +3 Defensive Warhammer
L9 (4,200): +2 Hide Armor of Durability
L9 (4,200): +2 Cloak of the Walking Wounded
L8 (3,400): Hammer Shield
L8 (3,400): Coif of Mindiron (heroic)
L8 (3,400): Boots of Quickness (heroic)

Discussion:
A big level for our survivability, we grab the Earthfast Brigadier PP to give us more healing on SW's and boost our allies when they second wind also. We grab the fantastic Dwarven Durability feat, increasing both our surge number and value. A weapon upgrade takes place at this level as well.


Level 21 Snapshot

Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Paragon Path: Earthfast Brigadier
Epic Destiny: Ceaseless Guardian

Ability Scores with racial adjustments:
Strength 26 (+8)
Constitution 25 (+7)
Dexterity 14 (+2)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 15 (+2)

HP: 182--> 17 base, +25 Constitution, +140 levels
Bloodied: 91 HP or less
Surges: 19
Surge Value: 53

AC: 39--> 10 base, +10 levels, +4 armor, +2 shield, +5 enhancement +7 Constitution, +1 feat
Fortitude: 35--> 10 base, +10 levels, +4 enhancement +8 Strength, +1 class, +2 feat
Reflex: 31--> 10 base, +10 levels, +2 shield, +4 enhancement, +2 Dexterity, +1 BoQ, +2 feat
Will: 29--> 10 base, +10 levels, +1 class, +4 enhancement, +2 Charisma, +2 feat

Initiative: +12--> +2 Dexterity, +10 levels

Speed: 5--> 5 base

At-Will Powers:
L1: Thorn Strike
L1: Weight of Earth

Encounter Powers:
L7: Mountain's Sature
L11: Receive the Charge
L13: Stormhowler's Strike
L17: Warden's Lure

Daily Powers:
L9: Form of the Oak Sentinel
L15: Form of the Crushing Mountain
L19: Howl of Wrath
L20: Mountain Stance Strike

Utility Powers:
L2: Endure Pain (endurance skill power)
L6: Treacherous Ice
L10: Spiritual Rejuvenation
L12: Earthsense
L16: Cleansing Earth

Feats:
L1:
Resilience of Stone
L2: Sudden Roots
L4: Crippling Crush
L6: Inspiring Leader
L8: Weapon Expertise (Hammers)
L10: Earthstrength Resilience
L11: Dwarven Durability
L12: Earthstrength Defenses
L14: Earth's Punishment
L16: Dwarven Weapon Training
L18: Armor Specialization Hide
L21: Epic Recovery
L21: Robust Defenses

Magic Items (Expected GP=800,000):
L23 (425,000): +5 Darkhide Armor of Enduring Health
L19 (105,000): +4 Cloak of the Walking Wounded
L18 (85,000): Coif of Mindiron (paragon)
L17 (65,000): +4 Defensive Craghammer
L17 (65,000): Absorbing Shield
L16 (45,000): Ring of Personal Gravity
L10 (5,000): Strikebacks
L8 (3,400): Boots of Quickness (heroic)

Discussion:
Ceaseless Guardian is basically the whole package. With a speed increase, a way to ignore being stunned, and keeping your allies alive with you surges, there's nothing not to like with this ED.

Epic Recovery lets us second wind another time, which puts our total SWs to 5 if we choose to use 2 of our utilities. That's a LOT of healing for us, and we have the surges to back it up.


Level 30 Snapshot

Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Paragon Path: Earthfast Brigadier
Epic Destiny: Ceaseless Guardian

Ability Scores with racial adjustments:
Strength 28 (+9)
Constitution 27 (+8)
Dexterity 14 (+2)
Intelligence 10 (+0)
Wisdom 13 (+1)
Charisma 16 (+3)

HP: 247--> 17 base, +27 Constitution, +203 levels
Bloodied: 124 HP or less
Surges: 19
Surge Value: 83--> 62 base, +9 Belt, +9 Dwarven Durability, +3 ring of regeneration

AC: 48--> 10 base, +15 levels, +5 armor, +2 shield, +6 enhancement +8 Constitution, +2 feat
Fortitude: 45--> 10 base, +15 levels, +6 enhancement +9 Strength, +1 class, +2 feat, +2 shield
Reflex: 38--> 10 base, +15 levels, +2 shield, +6 enhancement, +2 Dexterity, +1 BoQ, +2 feat
Will: 45--> 10 base, +15 levels, +1 class, +6 enhancement, +3 Wisdom, +6 feat, +2 shield, +2 Eye

Initiative: +22--> +2 Dexterity, +15 levels, +5 Eye of Awareness

Speed: 6--> 5 base, +1 Ceaseless Guardian

At-Will Powers:
L1: Thorn Strike
L1: Weight of Earth

Encounter Powers:
L11: Receive the Charge
L17: Warden's Lure
L23: Darkforest Vines
L27: Weight of the Mountain

Daily Powers:
L15: Form of the Crushing Mountain
L20: Mountain Stance Strike
L25: Form of the Entangling Spider
L29: Form of the Imperious Phoenix

Utility Powers:
L2: Endure Pain (endurance skill power)
L6: Treacherous Ice
L10: Spiritual Rejuvenation
L12: Earthsense
L16: Cleansing Earth
L22: Renewal
L26: Always Ready

Feats:
L1:
Resilience of Stone
L2: Sudden Roots
L4: Crippling Crush
L6: Inspiring Leader
L8: Weapon Expertise (Hammers)
L10: Earthstrength Resilience
L11: Dwarven Durability
L12: Earthstrength Defenses
L14: Earth's Punishment
L16: Dwarven Weapon Training
L21: Epic Recovery
L21: Robust Defenses
L22: Second Skin
L22: Earthstrength Might
L24: Rapid Wild Defense
L26: Stoneheart Warrior
L28: Overwhelming Impact
L30: Epic Will

Magic Items (Expected GP=14,625,000):
L30 (3,125,000): Shield of Ultimate Protection
L29 (2,625,000):
+6 Cloak of the Walking Wounded
L28 (2,125,000):
+6 Elderhide Armor of Enduring Health
L27 (1,625,000): +6 Defensive Craghammer
L27 (1,625,000): Shadow Band
L24 (525,000): +5 Feyslaughter Throwing Hammer
L24 (525,000): Ring of Regeneration
L23 (425,000): Eye of Awarness
L22 (325,000): Foe-Caller Gauntlets
L18 (85,000):
Boots of Quickness (paragon)
L18 (85,000): Ironheart Tatoo (paragon)
L14 (21,000): Cincture of Vivacity
1,509,000 GP remaining

Discussion:
Here we are, immortality. Everything's been picked and we're ready to go. We pick up Epic Will to provide us with enough Will defense that those nasty conditions won't be applied too much and the Chosen ED lets us recharge an encounter power.


Build Goal and Tactics:
The main goal of the build is to maximize Second Winds. Warden was the obvious choice of class, and Dwarf the obvious race. Being an Earthstrength means we become very hard to hit when we second wind, in addition to getting a free attack, gaining resist to damage,  and we gain extremely high defenses (all this with a free action, mind you). This provides us with some extreme durability yet doesn't take up too many feats or items, allowing us to improve our stickiness as well, with feats such as Sudden Roots, Overwhelming Impact, Rapid Wild Defense, as well as increasing damage output with feats like Crippling Crush, Hammer Rhythm, and Strength Through Challenge.

Generally, this build works the best when you have as many enemies adjacent as possible, as our mark relies on that aspect. This also lets you shut down the most enemies, since if you second wind, enemies generally won't be able to hit you, and if they do, we have enough health (and second winds Laughing) to withstand it.

This build works best as a solitary Defender, as having another Defender makes you have to split marks/enemies, so that takes away from your tanking abilities.

We play more as a tank than a traditional Defender. What this means is that we aren't QUITE as sticky as some of the best-built defenders, but we trade that stickiness to be able to survive almost any series of attacks. With this in mind, we want at least some way to keep enemies adjacent to us. We accomplish that mainly by our power selection, but also by applying the slow condition to ALL our at-wills. At late epic, we pick up the ability to Daze instead of slow, trading the bit of extra damage from Crippling Crush to utilize wide-spread action denial.

This part might not be legal, but you may be able to use a Second Wind as a free action to negate an attack with your increased defenses. If not, then just use it right after to gain the same benefits, you'll just have to heal the damage.

Iron Armbands of Power are a great alternative for the shield if you're looking for a slight damage boost.

Special Thanks to:
LDB, for the great build format
AlphaAnt, for his wonderful Warden handbook
Everyone Posting
Everyone who contributed to the Warden Concept: Second Wind op thread. That's really what got me so inclined to make a build, and the help I received was tremendous.
Szechrock, for his very nice warden build that gave me a lot of inspiration.

Warden's Fury, Opportunity Attacks, and Second Wind stats

Warden's Fury

Level 1

Primal Power: +6 vs. Fortitude
Hit: 1d10 +4 damage, and the target grants CA until the end of my next turn.


Level 11

Primal Power: +16 vs. Fortitude
Hit: 1d10 +10 damage, and the target grants CA until the end of my next turn.


Level 21

Primal Power: +24  vs. Fortitude
Hit: 2d10 +15 damage, and the target grants CA until the end of my next turn.
Miss: 7 damage.


Level 30

Primal Power: +35* vs. Fortitude
Hit: 2d10 +18 damage, and the target grants CA until the end of my next turn.
Miss: 8 damage.
* note that this assumes CA, as since you have a Shadow Band, it should be easy enough for you to get it.


Opportunity Attacks

Level 1

Melee Basic Attack: +7 vs. AC
Hit: 1d10 +4 damage, and the target is slowed.


Level 11

Melee Basic Attack: +16 vs AC
Hit: 1d10 +15 damage, and the target is slowed.


Level 21

Melee Basic Attack: +26 vs AC
Hit: 1d10 +22 damage, and the target is slowed.
Miss: 7 damage.


Level 30

Melee Basic Attack: +35 vs AC
Hit: 1d10 +26 damage and the target is slowed, or 1d10 +18 damage and the target is dazed.
Miss: 8 damage.


Second Winds

Level 1

Minor Action 1/encounter
Spend a healing surge (8 hp), gain +4 to AC until end of my next turn, gain +2 to all defenses.


Level 11

Minor Action 2/encounter
Spend 2 healing surges (62 hp), regain 10 additional hps, gain +5 to AC, gain +5 to all defenses, gain resist all 5.


Level 21

Minor Action 5/encounter
Spend 2 healing surges (106 hp), regain 17 additional hps, gain +7 to AC, gain +7 to all NADs, gain +6 to all defenses, gain resist all 8, gain a +5 to saving throws.


Level 30

Free Action, 5/encounter
Spend 2 healing surges (166 hp), regain 23 additional hps, gain +8 to AC, gain +8 to all NADs, gain +8 to all defenses, gain resist all 8, gain +5 to saving throws, attack for free action.


Variants:

Stormheart variant

Most of the credit here goes to obtusehobbit, for his Ice Storm build that is extremely good, just not too optimized in second winds. You can find it here:
community.wizards.com/go/thread/view/758...

Race: Dwarf
Class: Warden
Guardian Might: Stormheart
Paragon Path: Earthfast Brigadier
Epic Destiny: Ceaseless Guardian

Ability Scores with racial adjustments:
Strength 28 (+9)
Constitution 23 (+6)
Dexterity 16 (+3)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 12 (+1)

HP: 243--> 17 base, +23 Constitution, +203 levels
Bloodied: 121 HP or less
Surges: 19
Surge Value: 69--> 60 base, +6 Dwarven Durability, +3 ring of regeneration

AC: 45--> 10 base, +15 levels, +5 armor, +6 enhancement +6 Constitution, +2 feat, +1 HD
Fortitude: 43--> 10 base, +15 levels, +6 enhancement +9 Strength, +1 class, +2 feat
Reflex: 41--> 10 base, +15 levels, +6 enhancement, +3 Dexterity, +1 HD, +6 feat
Will: 43--> 10 base, +15 levels, +1 class, +6 enhancement, +3 Wisdom, +6 feat, +2 Eye

Initiative: +18--> +3 Dexterity, +15 levels

Speed: 6--> 5 base, +1 Ceaseless Guardian

At-Will Powers:
L1: Tempest Assault
L1: Weight of Earth

Encounter Powers:
L11: Receive the Charge
L17: Warden's Lure
L23: Sky's Reach
L27: Screaming Wind Strike

Daily Powers:
L15: Form of the Crushing Mountain
L20: Mountain Stance Strike
L25: Form of the Entangling Spider
L29: Form of the Imperious Phoenix

Utility Powers:
L2: Endure Pain (endurance skill power)
L6: Treacherous Ice
L10: Spiritual Rejuvenation
L12: Earthsense
L16: Cleansing Earth
L22: Renewal
L26: Always Ready

Feats:
L1: Hafted Defense
L2: Weapon Proficiency Greatspear
L4: Student of Battle
L6: Weapon Expertise (Spears)
L8: Swift Spear
L11: Dwarven Durability
L14: Impaling Spear
L16: Polearm Momentum
L16: Polearm Gamble
L18: Weapon Focus (Spears)
L21: Epic Recovery
L21: Robust Defenses
L22: Second Skin
L22: Primal Resurgence
L24: Rapid Wild Defense
L26: Stoneheart Warrior
L28: Epic Reflexes
L30: Epic Will

Magic Items (Expected GP=14,625,000):
L29 (2,625,000):
+6 Cloak of the Walking Wounded
L29 (2,625,000): +6 Feyslaughter Javelin
L28 (2,125,000): +6 Elderhide Armor of Enduring Health
L27 (1,625,000): +6 Defensive Greatspear
L27 (1,625,000): Shadow Band
L26 (1,125,000): Iron Armbands of Power (epic)
L24 (525,000): Ring of Regeneration
L23 (425,000): Eye of Awarness
L22 (325,000): Foe-Caller Gauntlets
L18 (85,000): Ironheart Tatoo (paragon)
L14 (21,000): Cincture of Vivacity
L7 (3,400): Rushing Cleats

Discussion:
This build trades in some of the durability we had from the first build in exchange for a lot more stickiness. Polearms are chosen over spears because it lets us keep enemies adjacent to us and prone, which enhances out stickiness by quite a lot. This lets us be a little less durable because enemies will be prone next to us, so they either might not attack or take the -2 from being on the ground. Also, we can still Second Wind as a free action, so if need be, we can heal off damage dealt to us.

This build also trades in Sudden Roots for Swift Spear + Polearm Momentum. Instead of slowing the targets of our OAs, we instead bring them back on the slide and knock them prone. This enhances stickiness at the cost of some damage and the chance to daze our targets. Impaling Spear means we can target Reflex for these attacks, making us a lot more accurate. Hafted Defense makes up not being able to use a shield somewhat, and Polearm Gamble means we can knock enemies prone when they come adjacent, which goes a long way in making you a better defender.

The powers are the same for the most part, with a few changes. We take Screaming Wind Strike to be able to lock down a single enemy for a long period of time (stun while prone is about the best lockdown besides unconcious), and we take Sky's Reach for some more prones.


Trident and Shield variant

Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Paragon Path: Earthfast Brigadier
Epic Destiny: Ceaseless Guardian

Ability Scores with racial adjustments:
Strength 28 (+9)
Constitution 22 (+6)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 12 (+1)

HP: 243--> 17 base, +22 Constitution, +203 levels
Bloodied: 121 HP or less
Surges: 19
Surge Value: 69--> 60 base, +6 Dwarven Durability, +3 ring of regeneration

AC: 46--> 10 base, +15 levels, +5 armor, +2 shield, +6 enhancement +6 Constitution, +2 feat
Fortitude: 45--> 10 base, +15 levels, +6 enhancement +9 Strength, +1 class, +2 feat, +2 shield
Reflex: 42--> 10 base, +15 levels, +2 shield, +6 enhancement, +3 Dexterity, +6 feat
Will: 45--> 10 base, +15 levels, +1 class, +6 enhancement, +3 Wisdom, +6 feat, +2 shield, +2 Eye

Initiative: +22--> +2 Dexterity, +15 levels, +5 Eye of Awareness

Speed: 6--> 5 base, +1 Ceaseless Guardian

At-Will Powers:
L1: Thorn Strike
L1: Weight of Earth

Encounter Powers:
L11: Receive the Charge
L17: Warden's Lure
L23: Sky's Reach
L27: Weight of the Mountain

Daily Powers:
L15: Form of the Crushing Mountain
L20: Mountain Stance Strike
L25: Form of the Entangling Spider
L29: Form of the Imperious Phoenix

Utility Powers:
L2: Endure Pain (endurance skill power)
L6: Treacherous Ice
L10: Spiritual Rejuvenation
L12: Earthsense
L16: Cleansing Earth
L22: Renewal
L26: Always Ready

Feats:
L1: Sudden Roots
L2: Swift Spear
L4: Student of Battle
L6: Weapon Expertise (Spears)
L8: Earthstrength Resilience
L10: Weapon Focus (Spears)
L11: Dwarven Durability
L12: Earthstrength Defenses
L14: Earth's Punishment
L16: Polearm Momentum
L21: Epic Recovery
L21: Robust Defenses
L22: Second Skin
L22: Earthstrength Might
L24: Rapid Wild Defense
L26: Stoneheart Warrior
L28: Epic Reflexes
L30: Epic Will

Magic Items (Expected GP=14,625,000):
L30 (3,125,000): Shield of Ultimate Protection
L29 (2,625,000):
+6 Cloak of the Walking Wounded
L29 (2,625,000): +6 Feyslaughter Javelin
L28 (2,125,000): +6 Elderhide Armor of Enduring Health
L27 (1,625,000): +6 Defensive Trident
L27 (1,625,000): Shadow Band
L24 (525,000): Ring of Regeneration
L23 (425,000): Eye of Awarness
L22 (325,000): Foe-Caller Gauntlets
L18 (85,000): Ironheart Tatoo (paragon)
L14 (21,000): Cincture of Vivacity
L7 (3,400): Rushing Cleats
1,509,000 GP remaining

Discussion:
This build plays similarly to the main build, but instead of using a hammer, we trade it in for a trident. This gives us some added control over our hammer, but it does mean we are a little less vulnerable to damage.

We get Sudden Roots + Swift Spear + Polearm Momentum to slide, knock prone, and slow any enemies that trigger an OA from us. That's a lot of control for a Defender, and it means we are very sticky. We also have Earth's Punishment for a Paladin-esque mark punishment, and our SWs are still extremely potent.

Thie biggest disadvantage this build has is the lack of AC because we need to qualify for those nice Polearm feats. This is included in the control over durability argument, and this build clearly demonstrates the former. This build is a lot of fun to play if you're looking for an alternative to the main build, yet don't want to change too much.
Reading through, I like the concept.  I will note that the Chosen's level 30 ability only allows you to rehcarge 1 encounter power, once per encounter.
Also, I'm only seeing two uses of second wind per encounter, the second coming from the armor.  What am I missing?

EDIT: Whoops, 3 times, spotted Epic Recovery
You are starting at 12 Wisdom (since you get a +2 STR), you can't take Battle Awareness nor Defensive Resilience (they require 13 Wisdom)

Maybe dropping Dex to 11 and boosting Wisdom to 13 ? 
Just making some notes here as I look into the subject.

Wrathful Resurgance could be a great addition, though it requires Forgeborn Heritage, but that's a fine feat anyway.

Vital Form would be a way to get one more use of Second Wind, though you'd have to multiclass druid.  Spending a round in animal form could jeopardize your effectiveness as a defender, but I don't see any reason why you can't keep it in your back pocket for when things get desperate.  "Hang on, lemme turn into a bear for a second... RAAAAAGH!  Okay, I feel much better, thanks."

The Cincture of Vivacity would work as an alternative belt slot item for builds that want to use second wind more proactively to get the benefits at the start of combat without wasting the HP gained.


Cincture of Vivacity (level 14, AV)
Property: When you spend a healing surge and regain hit points above your maximum hit points, you can keep the extra hit points as temporary hit points until the end of the encounter.

Edited for troll bait

tl;dr

Grey_Warden, have you thought about replacing your Ironheat Tattoo with a Strongheart Tattoo? Your defenses are already incredible when you Second Wind, and it's easy by level 30 to pick up some resist 5 that's always on. Strongheart, on the otherhand, would dramatically increase the healing efficiency of each surge you use, letting you use your SW less often, conserve surges, and adventure longer between extended rests.
Alright, lots of replies:

@Damon_Tor: The Forge of Creation and Spiritual Rejuvenation utilities both recover a use of a Second Wind (granted, they're both daily utilities, but if you REALLY wanted to, you could use 5).

@Cyrano: My mistake, I meant to boost my Wisdom at level 4. I'll change it accordingly.

@rczarnec: Looks like a solid item to me, might add it in. Especially with the Cloak, going over isn't a very uncommon occurence.

@szechrock: I in no way meant to copy your own build, I merely took the ideas from the other thread and applied them. I apologize if it seems like I stole your build, and if you are so inclined, I will change it up a bit, probably by changing out the PP or ED. I will also give credit where credit is due. I apologize for the misunderstanding.

@WEcontact: Sounds solid to me. What level item is it?
It's great that you took the initiative to build a secondwind themed warden and show it in a organized manner. If you don't already know, dwarves will soon have strength as a choice for an ability modifier so it will only get better.
I actually used the Strength version of the Dwarf in the build. But yes, Dwarves are now rediculously good Defenders.
"facepalm" Sorry i just assumed, and yes they are deadly.
I'm thinking of boosting Charisma instead of Wisdom and going with a MC Warlord so I can qualify for the Earthfast Brigadier PP. Thoughts?
I think that will help you protect your allies a lot better and it doesn't seem you riders on abilities trigger off of Wisdom. It seems like a much better idea in my book.
Yeah, I felt like I already had enough ways to get rid of conditions that the Firstborn's feature to make the saves was kind of overkill. I'll make adjustments accordingly.
Yeah the Warden's Font of Life has you covered there for the most part, and the ability to extend your Second Wind Optimization to your allies is really good.
@szechrock: I actually did change the PP when multiclassing Warlord, as it fit the overall build better and because I would rather not make it too similar to your build. I didn't intend for build-stealing. I apologize. But it's a different build now so no need for any of this anymore Laughing.

Build updated to MC Warlord and use the Earthfast Brigadier PP. Also, maybe an Ultimate Defenders candidate......?
Possibly it would be nice if you got the chance to calculate out your Warden's Fury, OA, and Surge Effects. That would give a better idea as to your Defender side of things. Also, it would help for you to outline how you keep/get enemies adjacent to you.

The build is great at what it does which is from what I can tell is to primarily Tank, and Generate solid DPR, but I am not sure how it's defender aspects work out right now. Not saying it is not a defender and not good at being a defender just not sure if it qualifies as Ultimate. Not sure if any of the defender builds posted today qualify, but I think at least one of them is.
You now start with 11 Wisdom. If you are getting the +2 Str/Con alternate stats for dwarves, you do not get the +2 to wisdom, so you "need" to have at least 13 wisdom at the start (if I'm not mistaken)
HUZZAH
@Cyrano: I changed the build to MC Warlord over Fighter, since the Earthfast Brigadier PP suits my needs more than just MCing Fighter.

I even changed the build around just for him. Man that guy has issues Laughing.

@Koval: You're post made my day.
I'm happy to hear that, perhaps question to put stoneheart warrior earlier in the feats, it's an amazing feeling to go, HEY YOU HURT ME NOW I HEAL. For you it's actually a crazy amount of buffing. When you need healing most is right after taking damage.
Yeah, that's true. There's just so many good feats at epic for this character, I spent more time deciding between them than posting this. But, either way, if anyone plays this build, you could always tweak it to how you want the feats to be ordered. Won't change much.

I updated it to switch around Epic Will with Stoneheart Warrior.
That's what i was thinking, i don't really like to bust any ones chops on the order because hell, like you said if you're going to actually play it you can always switch the order. I really think you got it all covered and the PP is solid and optimal with this build. Helping friends helps you.
Well then, I'll probably start working on variants for the build at some point or another, or maybe start calculating my OAs and such.
Nobody really cares, szechrock.  It's been pointed out several times that throwing a tantrum over who presented the build first isn't going to accomplish anything positive for you.  Why continue fighting over this?  There is no profit to be had here for you except recognition, and this little production isn't getting you any positive press.

Nobody cares who came up with it first.  This isn't making you any money.  There are no copyrights involved.  Contribute to the discussion positively, or don't.
Nobody really cares, szechrock.  It's been pointed out several times that throwing a tantrum over who presented the build first isn't going to accomplish anything positive for you.  Why continue fighting over this?  There is no profit to be had here for you except recognition, and this little production isn't getting you any positive press.

Nobody cares who came up with it first.  This isn't making you any money.  There are no copyrights involved.  Contribute to the discussion positively, or don't.

You read my mind Wink
@WEcontact: Sounds solid to me. What level item is it?

Exactly the same level as the Ironheart Tattoo. Each tier multiplies the amount added to the healing when you surge. Lvl 8 gives you extra hp=the number surges spent since last extended rest, Lvl 18 gives you extra hp=2x the number of surges spent, and Lvl 28 gives you 3x the number of surges spent.

Also, something to think about: I would have seriously considered szwhateverock's accusations if he had broken his posts into coherent paragraphs and capitalized properly.
I'll probably add it then.

The builds were indeed very similar, but now since I changed PP to Earthfast Brigadier with a Warlord MC, they aren't clones of each other. Also, the idea of optimizing second winds for a warden has been around for long enough that this was bound to happen, and should have been dealt with easily and appropiately. But I do see where you're coming from, but changes have made it different enough. No need to discuss it any more than that Laughing

Also, can someone give me the exact wording on the Earth's Punishment from D379? I'd appreciate it
Just to clarify, I was just joking about that guy's poor formatting. I don't think I would have actually taken his accusations seriously.

Earth's Punishment
Prerequisite: 11th level, warden, Earthstrength class feature
Benefit: When an adjacent enemy that is marked by you makes an attack that does not include you as a target, and hits and damages at least one of your allies, it takes damage equal to your Constitution modifier.
Yeah I know, all in good fun Laughing.

Looks decent, does anyone recommend adding it?
I think I found something amazing for our builds Grey Warden.  Ring of Vigilant Defense add+4 item bonus to all defenses after second wind.  When combined with paragon belt of Vim, paragon boots of quickness, and circlet of indomitability (all untyped bonuses) that's a hefty bump for a paragon ring.  In addition you can use the daily power as a minor action to bump defenses +2 more (untyped), +3 if you have reached a milestone!  Money mouth


EDIT - ah never mind the weapon of defense bonus is an item bonus Frown 
Yeah I know, all in good fun .

Looks decent, does anyone recommend adding it?

If you have the space, HELL yea! You need more punishment as a warden, and that's just a feature i think all earthstrength wardens should take advantage of.
Yeah, I added in Earth's Punishment over Dwarven Recovery because we didn't really need so much condition removal, and this is a nice mark punishment.
A couple of things: A Ring of Valiant Defense is still valuable, since it frees up your Weapon enchant for a Feyslaughter Weapon, which would make you much more sticky by denying teleportation.

How is Second Wind a Free action for this character? I'm not familiar enough with the constituent elements to see for myself. If there is no trigger on this, (that is, no condition on when you can Seconc Wind as a Free Action) then you should be able to Second Wind whenever you would be hit, negating the hit with your dramatically increased defenses. If this is possible, you should consider adding it to the Build Goals and Tactics section.
Stoneheart Warrior from MP allows unconditional free action second wind. It is dwarf only but since dwarves are already the king of second wind it is really nice.
I don't see how a free action second wind could invalidate an attack, even if it bumped your defenses.  A free action isn't an interrupt, so it wouldn't go back before that action and invalidate it.

If your DM says "the Goblin rolls a 26 total, which beats your AC. you're hit", and you say "I free action second wind", you're still hit.  You get the defense bonus, but it's too late to invalidate the hit.  Now if the DM says "the Goblin attacks you" you could reply with a free action second wind to raise your defenses in preparation for the strike, but then your still subject to a hit or miss.  You can't invalidate it.
Sig
Yes, I killed your BBEG with his own lair:
Setting: Tomb with a perilous bridge and cliff 100 feet above a lava pit. Mummy pops out of his sarcophagus, initiative: Felix, Half-Elf Artificer: Twin Strike with crossbow. Trump (ala Donald), Eladrin Warlord: Charges mummy with Opening Shove, pushing off the cliff. Mummy fails saving throw, and falls into pit. Sanshiro (ala Japanese "superhero" Segata), Minotaur Barbarian: Strength check to lift sarcophagus and carry to cliff. Free action, drop sarcophagus into square above mummy. Sarcophagus drops on mummy, shoving him further down into lava. Mummy: proceeds to make a series of horrible athletics checks to swim and climb cliff. Dies a horrible death with lava permeating every orifice. Entire Party: Watches on in delight, faces alit with the glow of lava and flaming undead.
Original CharOpper
I soap myself up, and turn up the hot water in the shower, so my sweat mixes with the soap, slickening my skin: +5 to grapple I use my own legs as a shield since only upper-body hits matter: +5 defense I use my teammates bodies to construct a vehicle for myself, and dual-wield their weapons because as long as I win, we all win: +10 attack, +10 defense I completely ignore the enemy, their attacks, the devastating damage they are dealing to me and my team, and strike directly for their base, completely obliterating them, their way of life, and any chance they had at survival as a species: WIN Ender: The Original CharOpper and Power Gamer.
You can use it however to effectively invalidate the attack by healing the damage away. But no it can not be used to stop a hit from hitting just to make sure that the chance of getting hit are a low as possible.
Oh, ok.  Everyone kept mentioning using it to invalidate the attack.  Yeah, you can very likely re-gain any lost HP from any attack with a build like this.

Quick question on that though:  If you waited to hear the damage, and it was enough to down you to 0- HP, could you still free action second wind, or would it be too late at that point?
Sig
Yes, I killed your BBEG with his own lair:
Setting: Tomb with a perilous bridge and cliff 100 feet above a lava pit. Mummy pops out of his sarcophagus, initiative: Felix, Half-Elf Artificer: Twin Strike with crossbow. Trump (ala Donald), Eladrin Warlord: Charges mummy with Opening Shove, pushing off the cliff. Mummy fails saving throw, and falls into pit. Sanshiro (ala Japanese "superhero" Segata), Minotaur Barbarian: Strength check to lift sarcophagus and carry to cliff. Free action, drop sarcophagus into square above mummy. Sarcophagus drops on mummy, shoving him further down into lava. Mummy: proceeds to make a series of horrible athletics checks to swim and climb cliff. Dies a horrible death with lava permeating every orifice. Entire Party: Watches on in delight, faces alit with the glow of lava and flaming undead.
Original CharOpper
I soap myself up, and turn up the hot water in the shower, so my sweat mixes with the soap, slickening my skin: +5 to grapple I use my own legs as a shield since only upper-body hits matter: +5 defense I use my teammates bodies to construct a vehicle for myself, and dual-wield their weapons because as long as I win, we all win: +10 attack, +10 defense I completely ignore the enemy, their attacks, the devastating damage they are dealing to me and my team, and strike directly for their base, completely obliterating them, their way of life, and any chance they had at survival as a species: WIN Ender: The Original CharOpper and Power Gamer.
I believe you could still do so because as it is still an Immediate action just that it doesn't trigger until after what ever else is on the table.

So the order would be.

1) Damage Declared
2) Before Damage is resolved declare your Free Action
3) Damage is Resolved
4) Free Action is Resolved and you Heal.

But don't quote me on that. I am not a rules expert yet.
Hmmm, that's a fair point. While some Free Actions (like Elven Accuracy) are obviously supposed to function as Interrupts, there is no reason to believe this one does. Oh well, it was a nice idea.
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