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9 months ago ::
Sep 14, 2012 - 1:24AM
#521
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Level+18 is defender level AC. So at level 1, that is 19 AC. So you're right where you should be atm. AC isn't less important for Wardens, being hit is bad in general, but it isn't the damage that is the issue. It is status effects.
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9 months ago ::
Sep 16, 2012 - 5:42PM
#522
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Date Joined:
Mar 19, 2007
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Point of order:
Back to the Wall, a normally irrelevant Paragon tier feat, becomes HALARIOUSLY effective if you're building a Trollface Reach character of any kind, but particularly a Warden, who's mark punishment is based on the character's reach. An untyped bonus to attacks, damage, and AC? Um, yes please?
Goliath, Stoneblessed, Eternal Defender, and a Reach weapon = Reach 4.
You threatten an 81 square zone and are tanky as hell. If you can't find a wall to stand next to somewhere and tank, you're probably doing something wrong.
Situational, yes, but unless you're fighting on the Final Destination, there's got to be something to stand by. Less effective if your DM reads the "wall" requirement literally, but I think it could be interpereted as "wall-like object" such as a cliff face, etc.
I'd also like to point out that Warden's Lunge is also much more effective if you have extended reach. Fart-Mark all the mooks next to you, then reach over and say Hi to the one over there.
I've only used this trick in 2-3 encounters so far, but it's been quite effective. The DM is already glowering at me. :P
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9 months ago ::
Sep 16, 2012 - 6:12PM
#523
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Epic battlefields are usually enormous, to give reasonable maneuvarability to gargantuan creatures if nothing else, so the "trick" really falls flat by the time you'd have reach 4. The fact that is can be disabled by DM fiat also makes it of highly questionable value. Rating could be set to green though.
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9 months ago ::
Sep 16, 2012 - 9:00PM
#524
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Get your party wizard to specialize in Wall spells. Each encounter, they put down a wall. You go stand next to it. Profit.
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9 months ago ::
Sep 22, 2012 - 10:10PM
#525
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Date Joined:
Mar 19, 2007
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Get your party wizard to specialize in Wall spells. Each encounter, they put down a wall. You go stand next to it. Profit.

Alass, we have no wizard.
So, in case anyone cares, here's my build:
"Chuck" the Goliath Warden, Stoneblessed, Eternal Defender
Show
Level 1: 18/14/11/8/17/10 (using str/wis Goliath)
Level 11: 21/15/12/9/20/11
Level 21: 26/17/13/10/12/22
Level 28: 28/19/13/10/12/22
After crunching the numbers (a lot) I decided that going for Polearm Momentum was just not viable. Too much MAD. So I instead opted for an odd hybrid of Wisdom and Con.
The details are fairly open-ended (generally tanky feats, etc) but the essentials are:
- Font of Life warden = marked enemies suck. hard.
- Guard of Stone = marked enemies take more penalty when you Stone's Endurance.
- Polearm Gamble + Sudden Roots = enemies have trouble approaching you
- In epic, replace Sudden Roots with Knock-Back Swing + Hindering Shield. Now your OAs slow on a hit or a miss.
- You have lots of reach, and can enforce your Warden's Fury with an impressive Reach 3 at level 11, and eventually 4 at epic. Plus more reach with some daily guardian forms, should you desire.
- Summit Advantage = Threatening Reach for a turn. Fantastic at paragon. As this begins to loose effectiveness in the later levels (enemies with reach/teleport/shift), you now have more options for marking and just generally being a PITA.
- Starting with a Str/Wis build, transition to a Str/Wis/Con build in paragon
- Your Wisdom secondary means your Perception skill is great, and Will defense is solid.
- You hit minimum requirements for the Hide Spec and Second Skin feats at levels 11 and 21
- You pay the "price" of -1 AC from levels 28-30.
- As the more punishing late-game effects of Daze and Stun come into play, you can grab feats and items to save against it, meaning your lower will isn't a huge deal (in theory)
- Higher con means more HP, better and more surges.
By starting as stated above, I can keep Wisdom high in heroic, keeping a solid AC. I'm not playing Heroic, but I figure you fight with axe/shield for a while, then switch to Halberd when you have room for Hafted Defense.
At level 11, you now qualify for Armor Spec (Hide) thanks to 15 con, so add that. From there, you can buff Con at level 14, and Wis at 18 with no penalty to your AC.
At Epic, you now qualify for Second Skin, so retrain away Armor Spec. From this point on you just boost CON. At level 24, retrain away Hafted Defense and pick up a shield. (you can use the Halberd one-handed now)
If you continue boosting CON, you can get Epic Recovery (19 con) at level 28, which is kinda late, but this build keeps you fairly well balanced throughout most of the game.
In the end, I think this is better than the pure Str/Wis build I had started with. The only sacrifice this build makes vs the "18 starting Wisdom" build is a -1 to AC from level 28-30.
In exchange, you get +1 AC from 11-14 and 21-24, when the Str/Wis build would have had an odd wisdom score. You can also reach some of the really awesome Con-heavy feats at epic, and have a fantastic mid-paragon use of Guard of Stone (goliath feat), imposing a nasty -CON to marks.
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Strength |
STR |
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Constitution |
CON |
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Dexterity |
DEX |
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Intelligence |
INT |
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Charisma |
CHA |
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Wisdom |
WIS |
| Points: OK |
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9 |
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5 |
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1 |
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-2 |
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0 |
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7 |
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Base |
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16 |
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14 |
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11 |
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8 |
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10 |
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15 |
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Race |
+2 |
18 |
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14 |
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11 |
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8 |
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10 |
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+2 |
17 |
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Level 1 |
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18 |
4 |
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14 |
2 |
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11 |
0 |
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8 |
-1 |
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10 |
0 |
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17 |
3 |
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Level 4 |
+1 |
19 |
4 |
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14 |
2 |
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11 |
0 |
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8 |
-1 |
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10 |
0 |
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+1 |
18 |
4 |
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Level 8 |
+1 |
20 |
5 |
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14 |
2 |
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11 |
0 |
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8 |
-1 |
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10 |
0 |
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+1 |
19 |
4 |
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Level 11 |
+1 |
21 |
5 |
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+1 |
15 |
2 |
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+1 |
12 |
1 |
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+1 |
9 |
0 |
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+1 |
11 |
0 |
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+1 |
20 |
5 |
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Level 14 |
+1 |
22 |
6 |
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+1 |
16 |
3 |
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12 |
1 |
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9 |
0 |
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11 |
0 |
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20 |
5 |
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Level 18 |
+1 |
23 |
6 |
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16 |
3 |
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12 |
1 |
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9 |
0 |
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11 |
0 |
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+1 |
21 |
5 |
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Level 21 |
+3 |
26 |
8 |
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+1 |
17 |
3 |
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+1 |
13 |
1 |
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+1 |
10 |
0 |
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+1 |
12 |
1 |
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+1 |
22 |
6 |
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Level 24 |
+1 |
27 |
8 |
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+1 |
18 |
4 |
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13 |
1 |
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10 |
0 |
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12 |
1 |
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22 |
6 |
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Level 28 |
+1 |
28 |
9 |
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+1 |
19 |
4 |
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13 |
1 |
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10 |
0 |
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12 |
1 |
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22 |
6 |
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9 months ago ::
Sep 23, 2012 - 9:02PM
#526
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Date Joined:
Nov 21, 2008
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Get your party wizard to specialize in Wall spells. Each encounter, they put down a wall. You go stand next to it. Profit.

Alass, we have no wizard.
Druids have some nice walls as well.
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9 months ago ::
Sep 24, 2012 - 1:59PM
#527
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Get your party wizard to specialize in Wall spells. Each encounter, they put down a wall. You go stand next to it. Profit.

Alass, we have no wizard.
Druids have some nice walls as well.
You could also get the magic item Green Thumbs (I think?) which let's you make a wall as a daily power. There might be other items which make walls also.
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7 months ago ::
Nov 03, 2012 - 3:18PM
#528
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Hi! I've been playing a longtooth shifter warden for some time now... (currently at level 12) One of my favourite combos for boosting the defenses for an entire encounter is to combine Boiling Cloud with Resourceful Dastard (Haper Agent theme). Boiling Cloud creates a zone around you that gives you concealement. Resourceful Dastard says you get +4 power bonus to all defenses when you have concealement or cover. Add Mark of Warding to that and you get +5 power bonus to all defenses for an entire encounter. This just sounds too awesome to be true... Am I missing something here or is this simply a great combo?  Cheers, Bruno
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7 months ago ::
Nov 03, 2012 - 3:33PM
#529
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Hi!
I've been playing a longtooth shifter warden for some time now... (currently at level 12)
One of my favourite combos for boosting the defenses for an entire encounter is to combine Boiling Cloud with Resourceful Dastard (Haper Agent theme).
Boiling Cloud creates a zone around you that gives you concealement. Resourceful Dastard says you get +4 power bonus to all defenses when you have concealement or cover. Add Mark of Warding to that and you get +5 power bonus to all defenses for an entire encounter.
This just sounds too awesome to be true... Am I missing something here or is this simply a great combo? 
Cheers, Bruno
You're burning two daily powers (and two minor actions in the process, I might add). You SHOULD be seeing some flashy results. Add in the fact that you're taking a so-so theme and giving up one of the nice level 10 Warden powers to make this work, and I see you ending up with a nice combo, but not an especially amazing one when you consider all the associated costs.
(There's also the diminishing returns issue where fewer and fewer monsters will even try to respect your mark if your defenses get too crazy, and you might not have the ability to severely punish them for it, but that's another matter.)
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7 months ago ::
Nov 07, 2012 - 12:47AM
#530
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Date Joined:
Nov 18, 2011
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Im building a warden now. I see Virtue is a good pick from the paladin list. Is it save to say that MC into bard to get the lvl 6 utility "Revitalizing Incantation" is also a good option (I think it's better than the second wind minor action daily power)? It's save to say that Bardic Dillitante is better feat than the one you get from the Paladin MC.
Or am I missing something?
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