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3 years ago ::
Apr 05, 2010 - 6:43AM
#51
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For Earthgrasp Strike, if you aren't going crippling crush and are Earthstrength, it is 1[w]+mods, and then 1d10+mods, which is quite a bit better then 2[w]+mods. For Sword-n-Board (or any weapon that is less then 1d10) that'll be higher average damage then Rough Strike.
Wildbloods are basically all about mobility. You get into the thick of things, when you get low, you Second Wind and then run away. Monsters either attack at a ridiculous negative, chase after you provoking OAs, or stand there. And it is true, until Paragon they aren't quite as effective.
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3 years ago ::
Apr 05, 2010 - 8:07AM
#52
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Date Joined:
Aug 18, 2007
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One fun combination with Erupting Font: Form of Mountain's Thunder. While in that form, you deal thunder autodamage to every enemy you have marked when you hit with a melee attack, and if you use the encounter attack that the form grants then you also deal lightning autodamage to every enemy you have marked. Given that you've just marked everything within 5 squares of you... Since FoMT is a minor to activate and a standard with which to make the attack, you don't even need to be in the form when Erupting Font is triggered in order to make use of this. I'm sure that there are other ways to have fun with that burst 5 mark, but this is one that's available right from the moment you get it.
I have added a note showing the combination.
Great guide so far.
Thanks. The hard part's coming up in the form of feats, so hopefully my head won't go all asplode-y while I'm working on it.
From my experience, in think the lifespirit heroic powers are great on paper. After playing it I find that most of those powers just aren't as good as other choices really for those levels. Having to position yourself in the best spot for tanking and having allies nearby just seems to conflict in most situations i've seen.
I've added a disclaimer saying such to the Lifespirit build option. It's something you gotta accept if you want to play a Lifespirit because it defines how you play the character.
As well, Mountain Stature in play i'm finding to being awesome. It's just too versatile. Double pull, double prone, or one of each. Just such a good proactive power. Love it. Probably not sky blue rating, but I'd say at least blue.
That's why it got black and not purple. It's useful, but compared to other things at that level (Guardian's Pounce or Sheltering Storm) I just don't find it as good.
I'm sure that there are other ways to have fun with that burst 5 mark, but this is one that's available right from the moment you get it. I'm a fan of that encounter followed up by a wildblood second wind turn. Or storm. Both good choices. 
Stormheart's Second Wind ability is limited to close burst 2. With Wildblood, you've just made sure you're going to receive every attack from every enemy in close burst 5. You're supposed to draw off some attacks, but you're not supposed to have to take every hit from every enemy.
Has anyone considered if Shared Vitality, from Dragon 385, is worth it? As a Warden, many times I'd want to use my 2nd wind, but didn't want to waste the HS, because I didn't need it. Being a Dwarf Lifespirit Warden with Shared Vitality would allow me to hand out 2 surges and a ST as a minor action, not bad at all, plus getting the standard bonuses from 2nd wind. For a party without a dedicated leader, this might be damn good.
Edit: Forgot to mention, you'd need to MC to a Divine class, but being a Lifespirit Warden, your Wis should be good enough for most Divine MC Feats, the best one probably being the Avenger MC one.
I will make sure I include it in the multiclass section. Offhand, I would qualify it as Blue: not enough to jump into a divine class just to take, but if you're going there anyway and have a feat to spare it's worth picking up.
I don't know about the rating on Breath of Chaos, encounter lvl 3. I've used it quite a bit on my wildblood warden and while I agree the burst 2 and lowered damage kinda suck. You are getting a slide 1 on anything you hit, a shift up to your speed around the burst, plus insubstantial. That's an awful lot of rearranging that can be done to set up your allies for CA or blast/bursts or set you up for a better marking position, or get more effect from your daily form, not to mention better tanking for a round. At least to me there are a lot of tactical advantages to the skill that make up for the lower damage.
I may not be giving it the benefit of the doubt due to the blast 2 (which I still find very confusing). The insubstantial is pretty nice for that level, I shall change it to blue.
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3 years ago ::
Apr 05, 2010 - 8:28AM
#53
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Date Joined:
Aug 18, 2007
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For Earthgrasp Strike, if you aren't going crippling crush and are Earthstrength, it is 1[w]+mods, and then 1d10+mods, which is quite a bit better then 2[w]+mods. For Sword-n-Board (or any weapon that is less then 1d10) that'll be higher average damage then Rough Strike.
I'm hesitant to rate Earthgrasp Strike up, which means Rough Strike is probably too highly rated. I'll adjust that accordingly.
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3 years ago ::
Apr 05, 2010 - 8:44AM
#54
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Storm Throw would only require a ranged weapon if the range line said "Range weapon" instead of Range 5. You throw any happen you're wielding for it's die value, and then it returns. That doesn't make it a whole lot better, of course.
Keep up the good work, the guide looks great so far. Warden is my favorite defender flavor-wise, so it is nice to know there is going to be an updated handbook.
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3 years ago ::
Apr 05, 2010 - 8:51AM
#55
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Date Joined:
Jun 30, 2008
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The guide looks good so far. I have two recommendations for sections to add eventually. A section to discuss and rank weapon groups, maybe right after races, and a section devoted to damage types. This thread has a good breakdown of the wardens powers by damage type, but it is not by tier. The warden has a couple of good damage type centered paragon paths too like the breach warden, storm sentinal, icerought sentinal. and radiant serpent.
my handbooks & builds
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3 years ago ::
Apr 05, 2010 - 9:51AM
#56
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Date Joined:
Aug 18, 2007
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Storm Throw would only require a ranged weapon if the range line said "Range weapon" instead of Range 5. You throw any happen you're wielding for it's die value, and then it returns. That doesn't make it a whole lot better, of course.
Keep up the good work, the guide looks great so far. Warden is my favorite defender flavor-wise, so it is nice to know there is going to be an updated handbook.
Ah, that makes sense. I had some trouble figuring out what the power was trying to convey. You're right, it still doesn't make it any better.
And thanks for the kind words.
The guide looks good so far. I have two recommendations for sections to add eventually.
A section to discuss and rank weapon groups, maybe right after races, and a section devoted to damage types. This thread has a good breakdown of the wardens powers by damage type, but it is not by tier. The warden has a couple of good damage type centered paragon paths too like the breach warden, storm sentinal, icerought sentinal. and radiant serpent.
Weapon groups will be the beginning of the equipment section.
I hadn't thought of damage types, though its inclusion does make sense. I'll take note to include it somewhere, once I figure out where. I reserved plenty of space, so I'll make it fit.
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3 years ago ::
Apr 05, 2010 - 10:26AM
#57
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Date Joined:
Feb 19, 2005
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Warding Vines (PH2): Daily. Give allies in a zone damage resistance for an encounter. A nice boost, but way outclassed by other powers.
I think you've underrated this. My experience with this is all of one encounter, but in that encounter it was A M A Z I N G.
There was an elite enemy in the encounter that had an aura that gave anyone starting in it ongoing 5 damage. The Barbarian/Warden in the party used warding vines to make a zone that granted DR5 that prevented way more than 100 damage, probably more than 200.
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3 years ago ::
Apr 05, 2010 - 11:43AM
#58
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Date Joined:
Aug 18, 2007
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I think you've underrated this. My experience with this is all of one encounter, but in that encounter it was A M A Z I N G.
There was an elite enemy in the encounter that had an aura that gave anyone starting in it ongoing 5 damage. The Barbarian/Warden in the party used warding vines to make a zone that granted DR5 that prevented way more than 100 damage, probably more than 200.
That one encounter is an excellent example of optimal usage of a power of situational worth.
However, I will bump it up to Blue on the grounds that it doesn't require a Sustain Minor. It also scales a little bit, which makes it not completely worthless at higher levels.
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3 years ago ::
Apr 05, 2010 - 3:51PM
#59
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Date Joined:
Oct 16, 2009
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Art gallery time? I think it's art gallery time. My tastes don't overlap with Adslahnit's, so here's a bit of a different take. Visually, the main aspects of wardens are that they're tough, armored but not heavily so, and turn into stuff. www.wizards.com/dnd/images/cosw_gallery/...www.tegehel.org/porta/mtg/large/Nimana_F...www.waynereynolds.com/Card%20Art%20(inc%20MTG)/Thumbnails/Norwood%20Ranger.jpg www.wizards.com/dnd/images/Cityscape_Gal...www.wizards.com/dnd/images/completechamp...www.wizards.com/dnd/images/compmage_gall...www.wizards.com/dnd/images/cpsi_gallery/...This is a start (and not a super-great one); I'll come up with more later when I'm not quite as tired.
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3 years ago ::
Apr 05, 2010 - 4:04PM
#60
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Date Joined:
Nov 19, 2001
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I'm very glad your making a guide to wardens thanx alot be sure I will be reading, although since I have very little experience with the class I will probably not contribute much.
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