A warden is an agile class that is able to survive the toughest of battles implementing self-heals whilst dealing damage to those around him/her. A warden’s design is to use various combination of attacks (known as gambits) in order to buff/debuff/damage/taunt/heal to himself and to others around him.
- Tank in most group plays
- DPS as solo or if geared/traited properly in group plays
- Ranged DPS (Seen majorly in PVP combat)
Armor Type and Stat Focus
- Medium armour
- Agility and vitality focused
- Might also contributes to block and parry rating which are useful in tanking
The warden is able to switch between melee (In the fray stance) and ranged (Assailment stance) depending on his role in battle. It is important to note that the spear and shield attack becomes a ranged javelin throw while in Assailment. Additionally, a warden has slower attack duration when they are in the assailment stance.
The warden executes gambits given by casting a combination of three basic skills (spear, shield and fist – also called Quick Thrust, Shield-Bash and Warden’s Taunt). For example, to cast the gambit Onslaught, a player must cast spear, shield, spear in this order on a target so that they may cast Onslaught (the gambit default will automatically change to Onslaught which then needs to be clicked on to be cast). These skills are also called Gambit Builders.
Setting up hotkeys for this is up to a player’s preference but having spear, shield, fist, gambit default as 1,2,3,4 respectively is recommended. You will also notice that the spear, shield and fist skills have their buffs and perks such as adding on melee damage.
Each gambit has its own perks and using the right ones can significantly change the course of battle. Additionally, using certain gambits in a certain order can lead to a massive output after execution of a combination. For example, the gambit line consisting of Persevere, Safeguard and Restoration heals the user for a big amount if these gambits are used in order compared to just casting Restoration on its own.
Gambits are grouped into Assailment, Recklessness or Determination. Essentially, these entail ranged skills, DPS-focused skills and survival skills respectively. It helps to focus on a certain collection of gambits depending on your role in battle and in group play.
Gambit masteries are skills that automatically cast two of the three basic attacks (spear, shield or fist) while consuming very little power and time. Every gambit can be made using a combination of casting the right masteries. For example, a player decides to use Resolution to heal himself, the masteries Fist-Spear and Shield-Fist can be clicked on in this order so that a gambit of Resolution is made and is ready to be executed.
In battle, finishing off with a mastery or using a combination of masteries to execute a gambit is recommended as it will save the player time and power and will also prevent any debuffs from mobs disrupting your gambit progress.
Casting Recovery will remove all gambit builders (your spear, shield or fist attacks which have been inputted) so that you may start from the beginning again.
Quick Recovery allows you to remove the last gambit builder that was inputted into the gambit panel. For example, if you have casted spear, shield, fist, fist – casting Quick Recovery will remove the last fist that was cast allowing you to retain the first three gambit builders and saving time.
This skill is one of the most important a warden can possess! It allows a warden to cast certain gambits before the start of battle in order to reap the benefits of the gambit. Battle Preparation has to be cast first in order to ‘open up’ the ability to cast masteries or individual spear/shield/fist attacks.
An example of using Battle Prep is seen by tanks casting Shield Mastery and Conviction before they engage a mob. This allows the warden to have a buff consisting of additional block rating, evade rating, ranged block rating, increased tactical and physical mitigation and a group heal over time – these buffs are very useful especially when your healer is still getting adjusted to the battle.
Battle Memory can be strategically used to save a previously executed gambit so that it can be cast again in the near future. Note that it does cost a % of your max morale depending on the gambit builders used.
Battle Memory is activated (indicated by two glowing blue brackets around your toon) by casting Deft Strike, Defensive Strike or Goad.
An example of a strategy to use Battle Memory is by saving the gambit Resolution. This allows you to have a saved Resolution gambit when tanking so that you may use it when your morale falls low. The order to properly save Resolution into Battle Memory is by casting Deft Strike (or Defensive strike or Goad) and then executing a Resolution gambit as normal.
This skill is a warden’s backup heal. It is casted before battle or when it is expected that death is likely! The skill automatically heals the warden 50% of his morale and power when his morale falls 15% or lower. Note the big cooldown (5 minutes in blue line and 10 minutes in red/yellow line) so best to prevent your morale from becoming lower than 15%! =)
The warden also comes with some ranged skills which can be used in either of the stances. These skills have debuffs or benefits which can be used at different times during and before battle.
- Marked Target
- Hampering Javelin
- Wages of Fear
- Careful Step – allows you to become stealthed so you can sneak around enemies and also instant cast Ambush
- Forced March – Adds 38% out-of-combat movement speed! Best skill ever!
- First Aid – removes 1 wound, fear, disease or poison debuff from you
- Steadfast – Instantly breaks out of a combat state such as being dizzy or stunned
- Muster skills – allows you to teleport to the indicated location (self-port only)
- Recklessness – allows you to massively increase your DPS while sacrificing your block, parry and evade for 20 seconds