Gorgeous George: The Irresistible Defender

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Gorgeous George: The Irresistible Defender

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Let's face it... Gorgeous George is irresistible.  He loves being the life of the party and with his jet set lifestyle, George always seems to be in the middle of the action.  Women flock to him, orcs flock to him, demons flock to him, everybody loves to be around George.  Lets just say George always likes to have an entourage of groupies... and he prefers them on their backs.  There's just something about him that makes you want to be as close to him as possible; and never leave.

George is beefy;

he's never tried to pretend otherwise. 
George loves his Mutton, ale, and women.
George however, has a definative character flaw;
he's terrible at goodbyes, so terrible in fact that once he has your undivided attention, he is loathe to losing it. 
This makes George angry. 
George is a very jealous man, and he shares with no one.

Special Thanks to:
LDB, for the great build format
AlphaAnt, for his wonderful Warden handbook - the first I ever read!
community.wizards.com/go/thread/view/758...
Everyone who contributed to the Warden Concept: Second Wind op thread.
community.wizards.com/go/thread/view/758...
Grey Warden, for his awesome warden build that gave me the inspiration to push the envelope and quit taking things so seriously
community.wizards.com/go/thread/view/758...
obtusehobbit, for his awesome Warden build, great advice during these characters development, as well as his thread inspiring me to a make a Warden who's not just a tank!
community.wizards.com/go/thread/view/758... 
community.wizards.com/go/thread/view/758...
Valenkosh - for his inspiring Black Hole Build
community.wizards.com/go/thread/view/758...

Build premise
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Gorgeous George is a sticky Warden Second Wind optimization build.  In his youth George sought to be as fit and impervious to harm as possible, but now George just likes attention.  George's strategy is to gather a flock of admirers, lock them down around him, and punish them with
Crippling Crush damage as well as mark punishment and OA's should they decide to stray.  Restraining, immobilizing, slowing, and forms/feats/zones that create or enforce difficult terrain are the order of the day.  Not to be content with merely hampering foes, George can dish out plenty of extra damage thanks to a carefully selected repertoire of Feats and synergy with his Paragon Path Breach Warden.

George is definately no push over... sporting 4 second winds and a variety of ways to stay alive, exploit second wind and it's various defensive strategies, George is in for the long haul



1st level snapshot
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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 12 (+1)
Charisma 10
HP: 35
Bloodied: 17 HP or less
Surges: 13
Surge Value: 8

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

Initiative: +1

Speed: 5--> 5 base

At-Will Powers:
L1: Thorn Strike - your pull at will
L1: Weight of Earth - your slow at will

Encounter Powers:
L1: Roots of Stone -

Daily Powers:
L1: Form of Winter's Herald - easily the best form at this level and introduces George to his calling

Feats:
L1: Bludgeon Expertise

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


Level 11 snapshot
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Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Paragon Path: Breach Warden

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

HP: 118
Bloodied: 54 HP or less
Surges: 14
Surge Value: 27

AC: 26--> 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 BoQ, +1 DEX
Will: 21--> 10 base, +5 levels, +1 class, +2 enhancement, +2 Wisdom, +1 CoI

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 Stature
L11: Venting Breach

Daily Powers:
L1: Form of Winter's Herald
L5: Earth Shaking Rend
L9: Form of the Oak Sentinel

Utility Powers:
L2: Endure Pain (endurance skill power)
L6: Soothing Wind - Super Mandatory now that the nerfed Dwarves in HotFL
L10: Spiritual Rejuvenation

Feats:
Level 1: Bludgeon Expertise
Level 2: Sudden Roots
Level 4: Crippling Crush
Level 6: Dwarven Weapon Training
Level 8: Improved Defenses
Level 10: Crushing Earthstrength
Level 11: Earthstrength Defenses

Magic Items (Expected GP=32,000):
(13,000): +3 Defensive Warhammer
(4,200): Battle Standard of the Hungry Blade
(4,200): +2 Cloak of the Walking Wounded
(3,400): Boots of Quickness (heroic)
(3,400): Circlet of Indomitability (heroic)
(3,400): Veteran's Hide Armor (heroic)
     (580): Bracers of Mighty Striking
        (10): Heavy Shield

Discussion


This is of course where we pick up our Paragon Path and George has deciden to go with Breach Warden.  Carefully selecting our damage type daily will situationally guarantee us advantages, as well as potential vulnerability synergy via Elemental Wind (16th level Utility) which after Second Wind will apply vulnerability of the chosen damage type to all of our marked enemies.  In addition we will be employing our Daily Free Action Stance Power (!) Recall the Breach which will apply 2d6 extra damage upon the intial triggering hit, but more importantly will damage any foe that hits us equal to our Con mod. 

With Breaching Action, whenever we use an action point to take an extra action and hit with a power all of our adjacent marked enemies will take Con mod in damage as well.

Whenever we Crit and enemy, or take damage ourselves from the chosen type, all enemies marked enemies take our Con mod in damage as well.

And finally Form of the Living Breach is an impressive form to fill out our selections which grants +2 to Defenses, and creates a permanent zone until the end of the encounter 3 squares around us.  When an enemy starts its turn within the zone, as a free action we can pull them one square and they are slowed until the end of your next turn.


Level 21 snapshot
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Race: Dwarf
Class: Warden
Guardian Might: Earthstrength
Paragon Path: Breach Warden
Epic Destiny: Indomitable Champion

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

HP: 198
Bloodied: 90 HP or less
Surges: 19
Surge Value: 53

AC: 39--> 10 base, +10 levels, +4 armor, +2 shield, +5 enhancement +8 Constitution
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: 30--> 10 base, +10 levels, +1 class, +4 enhancement, +2 WIS, +2 feat, +1 Hoad

Initiative: +14--> +2 Dexterity, +10 levels, +2 Premonition Ring

Speed: 5--> 5 base

UNTRAINED SKILLS
Acrobatics +9, Arcana +10, Bluff +11, Diplomacy +11, Dungeoneering +14, History +10, Insight +12, Intimidate +11, Religion +10, Stealth +9, Streetwise +11, Thievery +9

TRAINED SKILLS
Nature +17, Athletics +20, Perception +17, Endurance +22, Heal +17

FEATS

Level 1: Weapon Expertise (Hammer)
Level 2: Sudden Roots
Level 4: Crippling Crush
Level 6: Dwarven Weapon Training
Level 8: Improved Defenses
Level 10: Crushing Earthstrength
Level 11: Earthstrength Defenses
Level 12: Resilience of Stone
Level 14: Student of the Sword
Level 16: Hindering Shield
Level 18: Dwarven Durability
Level 20: Earthstrength Resilience
Level 21: Epic Recovery

POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Thorn Strike
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Endure Pain
Warden encounter 3: Rough Strike
Warden daily 5: Earth-Shaking Rend
Warden utility 6: Treacherous Ice
Warden encounter 7: Mountain's Stature
Warden daily 9: Form of the Oak Sentinel
Warden utility 10: Spiritual Rejuvenation
Warden encounter 13: Stormhowler's Strike (replaces Roots of Stone)
Warden daily 15: Form of the Crushing Mountain (replaces Form of the Oak Sentinel)
Warden utility 16: Diehard
Warden encounter 17: Warden's Lure (replaces Rough Strike)
Warden daily 19: Howl of Wrath (replaces Form of Winter's Herald)


ITEMS
Defensive Craghammer +4
Darkhide Armor of Enduring Health +5
Throwing Shield Heavy Shield (paragon tier)
Cloak of the Walking Wounded +4
Helm of Able Defense (paragon tier)
Ring of Feather Fall (paragon tier)
Boots of Quickness (heroic tier)
Strikebacks (heroic tier)
Sash of Vitality Ceaseless (paragon tier)
Iron Armbands of Power (paragon tier)
Battle Standard of the Hungry Blade (heroic tier)
Premonition Ring (paragon tier)



Level 30 Snapshot

Gorgeous George, level 30
Dwarf, Warden, Breach Warden, Indomitable Champion
Build: Earth Warden
Guardian Might: Earthstrength
Student of the Sword: Student of One-Handed Weapons
Epic Heroism: Epic Heroism (Constitution)
Epic Heroism: Epic Heroism (Strength)
Theme - Gaurdian 

FINAL ABILITY SCORES
Str 28, Con 28, Dex 14, Int 10, Wis 14, Cha 12.


STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.


AC: 49
Fort: 47
Reflex: 45
Will: 46
HP: 268
Surges: 20
Surge Value: 76


TRAINED SKILLS
Nature +22, Athletics +27, Perception +22, Endurance +29


UNTRAINED SKILLS
Acrobatics +15, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +19, Heal +17, History +15, Insight +17, Intimidate +16, Religion +15, Stealth +15, Streetwise +16, Thievery +15


FEATS
Level 1: Weapon Expertise (Hammer)
Level 2: Sudden Roots
Level 4: Crippling Crush
Level 6: Improved Defenses
Level 8: Crushing Earthstrength
Level 10: Student of the Sword
Level 11: Earthstrength Defenses
Level 12: Armor Specialization (Hide) (retrained to Second Skin at Level 21)
Level 14: Resilience of Stone
Level 16: Hindering Shield
Level 18: Dwarven Durability
Level 20: Earthstrength Resilience
Level 21: Epic Recovery
Level 22: Stoneheart Warrior
Level 24: Rapid Wild Defense
Level 26: Earthstrength Might
Level 28: Epic Will
Level 30: Epic Reflexes


POWERS
At-Will Powers:
L1: Thorn Strike - at will pull
L1: Weight of Earth - at will slow

Encounter Powers:
L11: Venting Breach
L17: Warden's Lure
L23: Nature's Ally
L27: Ravenous Earth

Daily Powers:

L5: Earth Shaking Rend
L15: Form of the Crushing Mountain
L20: Form of the Living Breach
L25: Form of the Entangling Spider

Utility Powers:
L2: Endure Pain (endurance skill power) - Resistance this high is good.
L6: Soothing Wind - Super Mandatory now that they nerfed Dwarves in HotFL
L10: Spiritual Rejuvenation - regain your second wind, nuff said.
L12: Recall the Breach - free action stance that auto damages enemies that hit you, cool.
L16: Cleansing Earth - subject to a condition and immediately make a save +9 against it once per ENC
L22: Renewal - minor action spend healing surge, regain ENC attack power.  Yes.

ITEMS
Elderhide Armor of Enduring Health +6
Defensive Warhammer +6
Iron Armbands of Power (epic tier)
Boots of Quickness (paragon tier)
Timeless Locket +6
Shadow Band (epic tier)
Belt of Vim (paragon tier)
Shield of Ultimate Protection Heavy Shield (epic tier)
Foe Caller Gauntlets (epic tier)
Battle Standard of the Hungry Blade (heroic tier)
Ring of Guarded Will (epic tier)
Circlet of Indomitability (paragon tier)
Feyslaughter Throwing hammer +5
Stone of Earth (paragon tier)
Dice of Auspicious Fortune (paragon tier)


Level 30 "Sticky Nova, Form of the Living Breach damaging version"


Move/Minor Action - Form of the Living Breach (+2 Defenses)

Standard Action - Warden's Lure, pull all enemies adjacent to you hit or miss.  All enemies are slowed via Hindering Shield.  All enemies who are slowed take 9 damage via Crippling Crush.

Free Action - Mark all adjacent enemies with Nature's Wrath.

Free Action - Second Wind - All defenses increase +15, +9 for Earthstrength, +6 Defensive Weapon, all adjacent enemies gain vulnerable 9 to energy of our choice for the day via Elemental Wind until EONT.

Action Point - Earth Shaking Rend (close blast 3!) - knock all adjacent enemies prone, deal 18 damage to each via Breaching Action.

All enemies are now Prone, slowed, and in difficult terrain.  If they try to stand then use their standard to move out of zone they will be eating an OA, not to mention if they start their turn within 3 squares of us we will be pulling them 1 square as a free action and they will be slowed until EONT.

If they attempt to stand with their move and then Charge one of your allies with their Standard you can use Warden's Grasp to shift them and negate the attack.

Essentially they cant leave the zone.

Turn 2

Minor Action - Sustain Earth Shaking Rend zone.

Standard Action - Form of the Living Breach Attack - 4(W)+26 (+9 from vulnerability) to each sorrounding enemy.  Ongoing damage 10 versus each enemy and each adjacent enemy to target takes an additional 14 (9 from vulnerability).  Now add another 2d6 for each with Recall the Breach (+9 for vulnerability) as well as 9 more for Crippling Crush as you will be slowing them via Hindering Shield.



Level 30 "Stickier Nova, Form of the Crushing Mountain version"
 

Move/Minor Action - Form of the Crushing Mountain (+2 AC, enemies can't shift and must spend an extra square of movement to move away from you)

Standard Action - Warden's Lure, pull all enemies adjacent to you hit or miss.  All enemies are slowed via Hindering Shield.  All enemies who are slowed take 9 damage via Crippling Crush.

Free Action - Mark all adjacent enemies with Nature's Wrath.

Free Action - Second Wind - All defenses increase +15, +9 for Earthstrength, +6 Defensive Weapon

Action Point - Earth Shaking Rend (close blast 3!) - knock all adjacent enemies prone
All enemies are now Prone, slowed, difficult terrain and must spend an extra square of movement to leave squares adjacent.  If they try to stand then use their standard to move out of zone they will be eating an OA, not to mention if they start their turn within 3 squares of us we will be pulling them 1 square as a free action and they will be slowed until EONT.

So essentially they can't leave the zone.

Turn 2

Minor Action - Sustain Earth Shaking Rend zone

Standard Action - Ravenous Earth - 3(W)+17 and all adjacent squares to target become a zone of shifting ground until EONT.  any in the zone are immobilized and take 2d10 damage.



Opportunity Attacks


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


level 11
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Melee Basic Attack: +16 vs. AC
Hit: 1d10 +12 damage, and the target is slowed.


level 21
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Melee Basic Attack: +26 vs. AC
Hit: 2d10 +18 damage, and the target is slowed.


level 30
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Melee Basic Attack: +35 vs. AC
Hit: 2d10 +23 damage, and the target is slowed.


Optimized Second Wind/Item Defenses per tier

1st level
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AC -   Base 19 - 25 after second wind
Fort - Base 15 - 21 after second wind 
Ref -  Base 13 - 19 after second wind
Will - Base 12  - 18 after second wind


11th level
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AC -   Base 27 - 37 after second wind
Fort - Base 23 - 33 after second wind
Ref -  Base 21 - 31 after second wind
Will - Base 20 - 30 after second wind


21st level
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AC -   Base 39 - 53 after second wind------(55 at start of ENC till injured)
Fort - Base 35 - 49 after second wind------(51 at start of ENC till injured)
Ref -  Base 31 - 44 after second wind------(46 at start of ENC till injured)
Will - Base 30 - 44 after second wind------(46 at start of ENC till injured)


30th level
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AC -   Base 49 - 66 after second wind--(72 with Shield of Ultimate Defense)---(74 Form of the Living Breach)
Fort - Base 45 - 62 after second wind--(68 with Shield of Ultimate Defense)---(70 Form of the Living Breach)
Ref -  Base 39 - 56 after second wind--(62 with Shield of Ultimate Defense)---(64 Form of the Living Breach)
Will - Base 44 - 61 after second wind-- (68 with Shield of Ultimate Defense)---(70 Form of the Living Breach)
Very nice flavour !

But I only casually know Wardens (largely from the DM side), so please explain the following to me:
But how are you doing your encounter to encounter work in Heroic or Paragon ?
What do you have left it the chips are down, no encounter powers left and dailys used up in earlier fights ?
Very nice flavour !

But I only casually know Wardens (largely from the DM side), so please explain the following to me:
But how are you doing your encounter to encounter work in Heroic or Paragon ?
What do you have left it the chips are down, no encounter powers left and dailys used up in earlier fights ?



Luck?  No seriously that's a great question which brings up a serious issue with this build, and I'm afraid most Wardens in general.  They aren't going to really hit their stride till about 9th level.  Their survivability, especially this build, will really kick into overdrive around 11th/12th level... after that with a few second winds per encounter he should be fine.  Unless your DM is overtly sadistic then nothing will save you anyway!

glad you liked it!
I wasn't talking about your surviveability - Warden's are great or even greater at that, no question.
I was interested in your capacities in building up "lure" on an encounter and on an at-will basis, because that's what I thought the build would be about.
I will be posting per tier strategy's - early on no question will be relying on Form of the Winter's Herald as well as thorn Strike at Will (this pulls).  Mountain's Stature is 7th level pull or knock prone...  the build alas will not sticky shine until paragon as well.

Definately open to suggestions!
Gah, that image creeps me out... Laughing

You'll want to take a look at your defenses when you second wind. You're missing the +2 from the act of second winding alone, but at 1st level you don't get Con to your NADs, just AC (that comes with Earthstrength Defenses).

Here's what I got:

Level 1:
AC: +5 (+2 for second wind, +3 for class feature)
Fort, Ref, Will +2

Level 11: You took Earthstrength Defenses here, so you now get +Con to all defenses
+10 to all defenses (+2 for second wind, +5 Con, +3 for Defensive Weapon)

Level 21 should give you a +13 to all defenses, and level 30 should give you a +16

I'm loving the dwarf love lately. I guess it's only due, since they're borderline overpowered now when you look at how well they synergize with the warden class features. I admit that I've neglected my LFR warden in recent months, and the change that they'll be getting in Essentials has renewed my interest to the point where I'll be pulling out that character a lot more often.

I'll add this thread to my build list the next time I'm at my home computer.
Yes, I am a defender apologist. A Rock and a Hard Place: A Warden Handbook
Wait, second wind bonus to defences stacks with the earthstrength +con to AC (and defences with the relevent feat)?  I've been cheating myself!
Gah, that image creeps me out...

You'll want to take a look at your defenses when you second wind. You're missing the +2 from the act of second winding alone, but at 1st level you don't get Con to your NADs, just AC (that comes with Earthstrength Defenses).

Here's what I got:

Level 1:
AC: +5 (+2 for second wind, +3 for class feature)
Fort, Ref, Will +2

Level 11: You took Earthstrength Defenses here, so you now get +Con to all defenses
+10 to all defenses (+2 for second wind, +5 Con, +3 for Defensive Weapon)

Level 21 should give you a +13 to all defenses, and level 30 should give you a +16

I'm loving the dwarf love lately. I guess it's only due, since they're borderline overpowered now when you look at how well they synergize with the warden class features. I admit that I've neglected my LFR warden in recent months, and the change that they'll be getting in Essentials has renewed my interest to the point where I'll be pulling out that character a lot more often.

I'll add this thread to my build list the next time I'm at my home computer.




Ahhh good catch sir!  Thanks man!  Ya the image was a little intentional haha.  making adjustments now.

For all you Warden optimizers out there *obtusehobbit* here's my plan for future uberdom.  I need a reliable and consistent form of damage that will hurt me such as a zone, ongoing damage that I can opt not to save for (like stream of life cleric power tho I don't think one exists) or anything that can injure me even slightly via elemental damage for the next phase of my master plan.  Thoughts?

Looks good, and thanks for the nod.

I will look it over a little more closely when I get the chance. I to love the dwarf love and the number of different and interesting Warden builds that have been put together over the last week or so.
No problem.  Ya could use some help with that whole damage thing... also possibly my item set selections.  I'm sure we'll be seeing alot more dwarves here real soon.
I got a chance to comment on here, so here we go.

Do Hindering Shield and Sudden Roots do the same thing, or am I just being stupid? I don't know the Hindering Shield feat but I believe that's what it does.

Is Earth-Shaking Rend really that good to you that you forego Form of the Imperious Phoenix? In my opinion, that power's just too good to pass up, especially for a level 5 power that's ally-unfriendly. If only it was a burst and not a blast...

In my opinion, Weight of the Mountain > Glacial Hammer. Slowing in a close blast 5 is extremely powerful, especially coupled with Crippling Crush. Come to think of it, Nature's Ally, in my opinion, is a lot better than Darkforest Vines. I'll be making that switch for my own build.

How exactly are you getting the benefit from Deadly Draw? Is that the effect of Hindering Shield? Unless you're getting it through some power (and even then, it's too situational), Vicious Advantage is by far a better choice (CA against slowed enemies is sweet for a Warden).

That's all I got as of now. Excellent build drow, looking forward to more from you.
@Greywarden

Hindering Shield adds the slow effect to all your force movement (pull, push, slide) so long as you are wearing a shield. It is a great feat for anyone with numerous forced movement effects.

@MC-Drowbane

I agree with Grey Warden here I think that Vicious Advantage is the way to go, as with Hindering Shield you are adding slow to any effect that would trigger Deadly Draw so it would not change that part of you CA game but it would add in any other effects you have that Slow/Immobilze which would be a few by my count.
Hindering Shield - whenever you push, pull, or slide a creature while using a shield they become slowed until the end of next turn.  (Sudden Roots is for OA's)

this of course may be verging on overkill so if anything I will be training out Sudden roots *GASP*

Deadly Draw - When you pull an enemy adjacent you gain combat advantage against the enemy until the end of next turn

Earth Shaking Rend - The whole build kinda centers around locking down foes (as many as possible) and yes to me it's a bold maneuver to drop a level 29 daily for a 5 hehe... call me crazy, but I love the flavor of this combo... and whats great is he'll be using it his entire career! 

The nature of this build is not to mark punish, you still will have that option, but it's more about Pulling everyone to you, locking them down, and then punishing them via Breach Warden effects.

Nature's Ally - Right up this builds alley and essentially Warden's Lure Big bro.

@obtuse & Grey Warden - Ya vicious advanatge totally the way to go... changing immediately

Thanks guys!
Ah, that's it, I'm not too familiar with the PP. Does it have any features that let you push/pull/slide frequently?
I don't know a whole lot about Wardens, I just want to comment and say "Bravo" for trying on the Breach Warden PP, and working towards a way to really make its features work for you.  I loved reading the article it was introduced in, fluff-wise, but didn't see any immediate ways to make it crunchy as well.  I'm really interested in watching this build develop.  Laughing
Ah, that's it, I'm not too familiar with the PP. Does it have any features that let you push/pull/slide frequently?



Form of the living breach - add +2 to all defenses.  In addition when an enemy starts it's turn within 3 squares of you as a free action you pull the target 1 square and it is slowed until the end of your next turn.

lots of other good stuff with PP like vulnerability after second wind and  damage to all marked enemies after AP.

This just seemed unique and a cool flavor add that went in line with the Pulling strategy of warden's lure and Nature's ally. 

I would LOVE to Frost Cheez out with this build but unfortunately since you pointed out the Ring I mentioned is only with total defense I kinda had to keep the Defense Wep.

I might actually look at using this as a variant for my build Laughing.

That form power is just nuts. Slowing that much means you're super sticky, which is perfect for what you're trying to do. Nice pick there.

I really don't have anything else then, keep up the good work.


I might actually look at using this as a variant for my build .

That form power is just nuts. Slowing that much means you're super sticky, which is perfect for what you're trying to do. Nice pick there.

I really don't have anything else then, keep up the good work.




Ya and not to mention it's a Minor action to engage... the synergy is endless... my ultimate goal is to have a Wizzy throw a flaming sphere next to me (or some other zone condition) so I take damage every round which will in turn spark 16 damage to every marked and adjacent enemy provided the damage I take is the same as my daily chosen damage.

On a side note - I would like to use this with Glacial Hammers' vulnerabillity ALL if I could ever find clarification concerning Vuln All and named damage.  This seems to be a topic of endless quarrel.
That's another extremely powerful feature. I'm really loving this PP. I might have to use it sometime.
I don't know a whole lot about Wardens, I just want to comment and say "Bravo" for trying on the Breach Warden PP, and working towards a way to really make its features work for you.  I loved reading the article it was introduced in, fluff-wise, but didn't see any immediate ways to make it crunchy as well.  I'm really interested in watching this build develop. 



Thanks!  Ya I'm really stoked i found this... was a stretch from my original ideas but I think it has a lot of unique potential to shine as a worthy defender.  I Appreciate your feedback!

So guys not much feedback so far on a self damaging strategy... MC DB needs help!  Stupid work.


Thanks for the credit, but you've done some pretty original stuff here yourself. Great work!
I don't know a whole lot about Wardens, I just want to comment and say "Bravo" for trying on the Breach Warden PP, and working towards a way to really make its features work for you.  I loved reading the article it was introduced in, fluff-wise, but didn't see any immediate ways to make it crunchy as well.  I'm really interested in watching this build develop. 



Thanks!  Ya I'm really stoked i found this... was a stretch from my original ideas but I think it has a lot of unique potential to shine as a worthy defender.  I Appreciate your feedback!

So guys not much feedback so far on a self damaging strategy... MC DB needs help!  Stupid work.








I do not know very much about damaging yourself, but you might be able to refer to some of the builds/threads concerning using the Dragonborn breath racial ability.  Some of the strategies involve, I believe,  hitting yourself with the breath in order to recharge it (I believe).  Now you are not a Dragonborn, but perhaps some of the people who have explored the whole concept know of other ways to legally damage yourself (aka not "I stab myself") in a way to craft your elemental properties you can use.
Couldn't you potentially abuse the Delbanian Vambraces just like Dragonborn do with Ancient Soul?
Couldn't you potentially abuse the Delbanian Vambraces just like Dragonborn do with Ancient Soul?



Wow this is perfect!  Thanks man!  I would lose out on Iron Armbands of Power tho... hrmmm... this merits further thought.  Great suggestion!

How are you getting Slow on OAs at level 1?  You're not taking Sudden Roots until 2nd level.  Am I missing something?

Also, how do you get multiple second winds in a given encounter?  Is that epic stuff? (I don't have a clue about anything epic-related.)  Or is there some way to get multiple second winds pre-epic?
How are you getting Slow on OAs at level 1?  You're not taking Sudden Roots until 2nd level.  Am I missing something?

Also, how do you get multiple second winds in a given encounter?  Is that epic stuff? (I don't have a clue about anything epic-related.)  Or is there some way to get multiple second winds pre-epic?



Well well look at the big brain on tui!  Just kidding, good catch man.  Changes have been made.  As far as multiple second winds go... in Heroic you are unfortunately stuck with 1 just like the average Joe... paragon however you will be rocking 3 given Warden powers and items.

MC Drowbane how are you getting 3 Second Winds an Encounter in Paragon, or do you Mean 1 an Encounter with 2 dailies to recharge the Second Wind?

I just want to be clear on that as there is a very real difference in use there.
MC Drowbane how are you getting 3 Second Winds an Encounter in Paragon, or do you Mean 1 an Encounter with 2 dailies to recharge the Second Wind?

I just want to be clear on that as there is a very real difference in use there.



My apologies.  Yes to clarify.  Your 2ns Second Wing will first be available to you at 10th level via Spiritual Rejuvenation.  This is a 10th level Warden Daily utility power.

Your third second wind will be available at 21st level via the feat Epic Recovery.

Technically you could propably get darkside armor of Enduring Health +5 before then for 425k.  Still waiting on someone to send me proper gold /per level protocol for char optimization.

Sorry for confusion.
Ok George is back and better than ever!  Thanks to the new (and controversial) Essentials update.  The bump to Wisdom as a dwarf has been replaced in this build with a bump to STR which allowed us to lower the starting STR, raise the starting CON, and allocate those saved points to Wisdom and Dexterity which rounds out George's defenses, so essentially he loses nothing and actually gains a DEX bonus out of it.

Does anyone know the name and pre requisite to the new feat that allows for a second wind per encounter?  I'm assuming it's heroic/paragon as that seems to be their design trend from reading the update.  Will this work in conjunction with Epic Recovery?  If so I will be updating that as well.

Thanks and Enjoy!

Does anyone know the name and pre requisite to the new feat that allows for a second wind per encounter?  I'm assuming it's heroic/paragon as that seems to be their design trend from reading the update.  Will this work in conjunction with Epic Recovery?  If so I will be updating that as well.



Resolute Stamina, heroic tier, Con 15 the only pre-req.  It does not stack with Epic Recovery, as both just allow you to use your second wind "twice per encounter."

Does anyone know the name and pre requisite to the new feat that allows for a second wind per encounter?  I'm assuming it's heroic/paragon as that seems to be their design trend from reading the update.  Will this work in conjunction with Epic Recovery?  If so I will be updating that as well.



Resolute Stamina, heroic tier, Con 15 the only pre-req.  It does not stack with Epic Recovery, as both just allow you to use your second wind "twice per encounter."



I was afraid of that  Thank you sir.  So basically this can open up an Epic Feat for me and I can rock two second winds in heroic finally... still excellent!
Ok then with the addtion of Resolute Stamina my feat choices in epic have been significantly altered.  I opted to drop Dwarven Weapon training and use a warhammer instead of a craghammer, losing only the brutal property.  This allows me to select Resolute Stamina at 4th level and second wind twice in heroic.

This is also significant in that I was able to drop Epic Recovery and select essential defensive feats earlier on in George's Epic career. 

Finally I decided to pick up Superior Initiative giving George a very respectable initiative.

Essentials may stink overall for some Char Op's but until the whole Item rarity thing is resolute George made out like a bandit!
Which book does hindering shield appear? I have been looking for it and have not been able to track it down. thanx.
Hindering Shield

Paragon Tier
Prerequisite: 11th level, fighter
Benefit: Whenever you pull, push, or slide a creature with an attack while you are using a shield, you can also slow that creature until the start of your next turn.

Published in Dragon Magazine 385, page(s) 44
Thanks Ragvar!

I changed out Resolute Stamina due to it not being included in Essentials.  Meh.  Meh.  Meh.

Yea thanks alot. I was ready to beat it out of my characterbuilder.

very nice
very nice



Thanks dude.  He took quite the hit when Resolute Stamina didn't make the cut, especially after his class feature got the nerf bat.  Oh well, he's still uber.
can someone please explain why student of the sword is in there?
Fighter feat requirements.