Post by Escrima on May 16, 2013 19:01:40 GMT -5
The Escrima Warden Guide
Reasons for Writing this Guide: Faral made me do it...
-=Common Sense Warning=-
Note this guide is based on my own personal opinion about the class Warden derived primarily through my experience playing as a warden and similar tanking classes in other MMORPGs. As such your experience may differ from my own.
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-=Things everyone should know about Warden=-
1. Warden is at their weakest at the start of a fight, and must be given time to literally build themselves up. So classes capable of unleashing large sums of damage very quickly at any given moment (hunters...) should hold off at first.
2. Warden has little in the way of snap threat.
3. Warden's use agility as their main stat as of the Great River update.
4. Warden's do not wear Heavy Armor.
5. Warden's must continue to attack in order to remain durable.
6. If you should pull threat off a Warden: do not kite it and do not continue to DPS the mob in hopes of killing it before it kills you. Instead stop attacking, and bring the mob to the Warden so that they can start attacking the mob to pull it off you. If your going to argue that not kiting will get you killed, then you should have been more careful in the first place.
7. Warden's love incoming healing buffs.
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-=Playable Races=-
Elf
Hobbit
Man
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-=Role=-
-What is Warden?
Warden is a playable class that was added to LOTRO with the release of the Mines of Moria expansion on November 18th, 2008. While primarily a tank, Warden is also able to fulfill the roles of a Melee DPS and ranged DPS to a lesser extent.
Wardens primarily distinguish themselves from the rest of the classes through the use of a unique mechanic known as Gambits. Which allows them to build their basic attacks into larger more powerful attacks. They also wear medium armor and specialize in the use of a wide variety of weapons primarily spears and javelins.
-Tank
A tank is the member of a fellowship, or raid, who is tasked with the job of catching the ire of the enemy, or enemies. Tank classes are generally better equipped to take beatings then their allies, and allow their allies to fulfill their roles without having to worry about the enemy retaliating against them.
-DPS
A DPS, or Damage Dealer, is a member of the fellowship, or raid, who has been tasked with the inflicting damage on the group's enemies. A skilled DPS is one who is not only able to deal large sums of damage, but can also do so without pulling the enemy off the group member tasked with tanking.
-Gambits
Gambits are powerful attacks the warden gains access to by using their Gambit builder attacks and abilities in specific combinations. These attacks generally fall into 1 of 11 families of gambits. With each later member of a family generally acting as an improved version of the previous member.
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-In-Depth Role of the Warden:
Warden is what I like to call an Offensive tank. Meaning that unlike the Defensive tank Guardian, it not only can deal decent damage, but it must be able to.
Defensive tanks like Guardian relying on skills, and attacks which grant them a burst of flat threat on execution to keep threat. In other words Guardian's tanking skills grant them +X threat on execution against the enemy or enemies hit. X being some set large number that can change depending on the Guardian's level, legacies, traits and etc. Because, Guardian's by default gain a decent amount threat when they use their primary threat skills the damage they dealt isn't as important. Allowing them to instead focus on boosting their defenses when picking gear, virtues, and etc.
Warden however, is the opposite possessing only a handful of skills which grant them flat threat. Instead they must rely on their offensive power to keep the attention of their enemies. With a lot of the Warden's primary threat keeping abilities saying things like "Increased Threat" which through experience I have come to perceive as meaning +X% threat. In other words, if your ability dealt 100 damage to a target, and +X% was +30%, you would gain threat as though you had dealt 130 damage. Therefore, the effectiveness of the Warden's threat pulling ability is heavily effected by the potency of their abilities.
Part of the challenge of being an Offensive tank in any MMORPG is finding the balance between having enough offensive power to keep threat, and enough defensive power to stay alive once you have threat. The exact answer as to where the line is between offensive and defensive stats will depend heavily upon how you choose to play warden, your group, your trait set up and your level. Luckily, Warden like many Offensive MMORPG tanks is able boost their durability indirectly through their offensive power. In the case of Warden, you will primarily use your drains and self heals to make up for your lower mitigation. Both of which get stronger as the wardens offensive statistics increase, and also act as a potential source of threat. Though, this does mean that you must continue to keep these drains and self heals up in order to retain your durability. Also, I would still suggest trying to shoot for the block, parry and evade soft caps of 15%
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-=Important Statistics=-
Here I have listed a majority of the Primary and Secondary Stats. I have tried to list them in the of importance in my own experience. Again, try to use common sense depending on how you choose to play Warden the order of importance can change.
-Primary Stats:
Agility: Agility will be your main primary stat as a Warden. Investing, into Agility will increase Physical Mastery, Tactical Mastery, Parry, Evasion and Critical Rating. Making it a great choice for boosting your skill potency and to a lesser extent your defense.
1 point of Agility = 4 point increase in Evade Rating
1 point of Agility = 2 point increase in Parry Rating
1 point of Agility = 1 point increase in Critical Rating
1 point of Agility = 10 point increase in Physical Mastery
1 point of Agility =5 point increase in Tactical Mastery
Vitality: Vitality will be the second most important primary stat. Vitality increases your Morale, Physical Mitigation, Tactical Mitigation, Resistance and Non-Combat Morale Regeneration. Making it a very defensive stat making you more resistant to all damage types, ailments, and boosting your maximum Morale.
1 point of Vitality= 5 point increase in Morale
1 point of Vitality = 2 point increase in Resistance Rating
1 point of vitality = 2 point increase in Physical Mitigation
1 point of Vitality = 4 point increase in Tactical Mitigation
1 point of Vitality = 7.2 points increase in Non-Combat Morale Regeneration
Fate: Another good primary stat to invest into should neither of the first two options are available. Fate increases your Critical Rating, In-Combat Morale Regeneration, In-Combat Power Regeneration, and Non-Combat Power Regeneration. Helping increase Warden's chance to score critical hits with their skills, improve power efficiency, and to a lesser extent increase the wardens health regeneration.
1 point of Fate = 2.5 points of Critical Rating
1 point of Fate = 1.5 points of In-Combat Morale Regeneration
1 point of Fate = 1.71 points of In-Combat Power Regeneration
1 point of Fate = 24 points of Non-Combat Power Regeneration
(Fate also provides a base 240 In-combat power Regeneration)
Might: Is another good stat for increasing the Warden's defenses. Though, it is arguably less desirable then Vitality when playing as a Warden. Might increases your Block, Parry, Physical Mitigation and Tactical Mastery.
(There's a bug left over from the grace period after Warden got swapped to agility as their primary stat that causes Might to state that it boosts the Warden's Physical Mastery.)
1 Point of Might = 5 point increase in Tactical Mastery
1 point of Might = 4 point increase in Block Rating
1 point of Might = 1 point increase in Parry Rating
1 point of Might = 2 point increase in Physical Mitigation
Will: For Warden Will is hard to recommend, it has nothing you can't already get from Vitality. Another reason Will is hard to recommend is because point for point the bonuses Will gives Warden are equal(or inferior) to what you would gain from Vitality. Will increases your Resistance and Tactical Mitigation.
1 point of Will = 2 point increase in Tactical Mitigation
1 point of Will = 2 point increase in Resistance
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Secondary Stats:
Incoming Healing Rating: On Guardian Incoming Healing Rating is mostly just a nice thing they can do for their healers, so that it takes less effort to keep them alive. For Warden however, Incoming Healing Rating takes on a whole new level of usefulness. On Warden having high incoming heal rating also boosts the effectiveness of all of the Warden's self healing, and the healing portion of drains.
For example: If you had +15% incoming heal rating then a self heal that would normally heal you for 100 a tic, would instead heal you for 115 a tic. Or, if a AoE drain would heal you for 100 Morale per enemy it, it would instead heal you for 115 for every enemy hit. So if you hit 4 enemies you would be healed for an additional 60 Morale.
Incoming Healing Rating also boosts the potency of healing potions.
Tactical Mastery Rating:: Boosts the effectiveness of your tactical abilities. Tactical abilities including: Self heals, drains and non-bleed based DoTs. This Stat is very useful when tanking because your primary threat builders scale with Tactical Mastery.
Physical Mastery Rating: Boosts the effectiveness of your physical abilities. Physical abilities including: melee attacks, bleed based DoTs, and Javelin attacks. This stat is more useful when DPSing.
Critical Rating: Gives you a chance for increased potency when using a tactical or physical ability. For HoTs and DoTs the tics are individually determined as to whether or not they will critical. So scoring a critical hit when applying a dot does not guarantee that all the tics will be critical hits.
By default scoring a critical on a skill will make it 50% more potent, while an auto attack critical is 25% more potent. Which means a Critical hit will generate 50% more threat then a non critical hit.
Finesse: Decreases the chance of your enemy resisting, blocking, parrying or evading your attacks. Primarily useful because it stops your enemies from mitigating your attacks, and by extension ensuring your threat building attacks hit.
Ultimately, this stat isn't really important until level 65+ and most gear by default will include finesse bonuses.
Evasion: Allows you to mitigate or partially mitigate physical attacks. Generally suggest increasing your Evasion till you have a 15% chance to Evade.
This stat soft caps at 15%, and hard caps at 20%.
Parry: Allows you to mitigate or partially mitigate physical attacks from in front yourself. Generally suggest increasing your Parry till you have a 15% chance to Parry.
This stat soft caps at 15%, and hard caps at 20%.
Block: Allows you to mitigate or partially mitigate physical attacks from in front yourself. Generally suggest increasing your block till you have a 15% chance to block.
This stat soft caps at 15%, and hard caps at 20%.
Tactical Mitigation: Lowers incoming tactical damage. Because you cannot Block, Parry or Evade tactical attacks this stat is very important. It is the one of the only ways to lower incoming Tactical Damage.
Caps at 50% for Medium Armor wearers.
Physical Mitigation: Lowers incoming physical damage. Less important then Tactical Mitigation but still good to be aware of. After all, if you do fail to Block, Parry or Evade this your last line of defense against Physical Attacks.
Caps at 50% for Medium Armor wearers.
In-combat Power Regeneration: Increases the Warden's in-combat power efficiency, by allowing them to regenerate power more quickly. Less of an issue since the Fate revamp but still worthy of note, though usually I only find myself running out of power while tanking.
Morale: Morale is the measure of how much of a beating your character can take before being "Defeated." While Morale isn't necessarily bad the issue is that many over emphasize Morale, and view it as the measure of their "Tankiness." The reason that this is an issue, is because by focusing primarily on just getting your morale as high as possible you have likely forsaken your mitigation, your ability to lower the damage inflicted by incoming attacks.
Now you could argue that your Super Morale build is able to take just as many hits as any mitigation build in a solo situation. Though the issue lies in actually being healable.
For example: Lets say you had 2000 health, while tank number 2 had 1000 health, but enough mitigation to make it so he could take just as many hits as you. Well lets say you were for 200 damage taking you down to 1800(90% health) and your healer could only heal 100 a heal. Then you would be healed for 100(5% of your health), and be at 1900 health. Now, tank 2 also get's hit by the same mob but only for 100 taking him down to 900(90% health), the healer being just as potent as before heals tank 2 for 100(10% of tank 2's health) and thus heals them back up to full in one heal.
This example is a little extreme, but I think it gets the point across. It's still a good idea to have a decent amount of morale though, as it gives your healer and yourself a buffer.
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-Weapons
-=Melee Weapons=-
Warden is capable of wielding all of the major one handed melee weapons. These include: Axe, Club, Dagger, Hammer, Mace, Spear, Sword.
However from level 15 on Warden's have passive bonuses toward wield Club, Spear and Sword. These bonuses not only boost the Warden's damage with such weapons but also increases the passive bonuses of these weapon types. As such I generally suggest sticking with these three weapon types.
-Spear
Passive Bonus: Chance to Inflict a Physical Damage over Time effect on hit with a melee attack
This is generally considered to be the primary weapon of choice for Warden, and for the most part I would have to agree. While no race gains a racial that boosts the damage of Spears, thanks to Warden's spear training passives they are able to inflict the Damage over Time effect much more often, and the effect is much more potent. As such, I generally feel that Spear is the best weapon of choice for Warden if you DPSing in a group or solo.
-Sword
Passive Bonus: Boost to Parry Chance
While not as recognized as the Spear when it comes to the Warden arsenal I feel it has it's place. Ever since Sword's passive bonus got changed to a Parry bonus it has become in my opinion the best weapon type to tank with. While for non Warden's the parry bonus is minimal, the bonus can become quite substantial later once the Warden has access to the legendary trait Grand Master Weapon Training.
Also, if you play a Elf or Man Warden the racial 2% bonus to sword damage makes the Damage loss due to not possessing the Spear DoT minimial.
-Club
Passive bonus: Chance to inflict an Attack Speed down debuff on hit with a melee attack
Prior to Swords passive being swapped to a parry bonus Club was arguably the best tanking weapon for Warden. However, due to the fact that Warden has no AoE melee attacks and parry allows you to mitigate attacks even from enemies your not currently targeting. It is hard to warrant the use of club as a tanking weapon over sword.
Which because club's passive is less useful then sword's it makes hobbits a bit harder to recommend as a race choice for Warden.
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-=Ranged Weapon=-
Javelin
Passive: Low level Javelin's occasionally feature Threat modifying effects.
(Sadly this is not seen in the higher level Javelins.)
Well sadly the Javelin weapon type don't have any consistent passive bonuses to them, but they do look cool.
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-= Passives =-
-Weapon Mastery
Expert Training - Lv 15
Master Training - Lv 30
These are passives that boost the Warden's effectiveness with Spear, Sword and Club. They boost the Warden's damage when using these 3 weapons, and the potency of the passive bonuses of these weapons.
-Carving Use
Lv 20
Carvings are objects made by woodworkers that go into the Warden's class slot. They
reduce the cost of either Spear Gambits, Shield Gambits, or Fist Gambits depending on which one the Warden is wearing. Also higher level ones provide light damage bonuses or mitigation bonuses.
I suggest using Spear Carvings when DPSing. And, Shield or Fist Carvings when tanking depending on which you feel you use more.
-Use of Oil
Fire Oil - Lv 20
Light Oil - Lv 30
Oils provide short term buffs that cause the Warden's javelin skills to deal either fire or light damage. Fire Oils also inflict a fire DoT effect when the Warden's Javelin Skills Crit/devastate. And Light Oils inflict a debuff reducing enemy hit chance on critical hits with Warden Javelin Skills.
Note the potency of oils does not change depending on the level of the oil, only the duration of the oil changes. Also note, that Oils do not effect ranged gambits when in assailment, Oils only effect Javelin Toss, Shield Piercer, Hampering Javelin, Wages of Fear, Ambush and Javelin of Deadly Force.
(Mounted Combat note: Oils do effect ranged attacks when in mounted combat.)
-Shield Spike Use
Lv 20
Shield spikes alter the damage type of attacks in which the Warden uses their shield as a weapon.
Shield Spikes effect the damage portion of the following skills: Shield Bash, Deflection, Safeguard, Boar's Rush
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-=Abilities=-
-Stances:
Stances are skills which refine the Warden's ability towards a particular role. A Warden can only be in one stance at a time and the stances stay actives until they are turned off, or a different stance is activated.
- Recklessness
Lv 10
Cool Down: 4 Secs
An offensive melee stance which while active grants the warden increased in- combat power regeneration, +5% melee damage, -10% attack duration, and decreased block/parry/evade. While in this stance many gambits are re-purposed for melee DPS.
While in this stance I try to do the Unerring Strike in order of increasing potency due to the fact that the Unerring Strike family gets a damage bonus if used in order. While inflicting the enemy with the Surety of Death family Dots between each step. Mixing in Exultation of Battle gambit family, War Cry, and Call to Battle gambits if their are multiple mobs.
Sample Gambit Rotation: Power Attack -> Brink of Victory -> Mighty Blow -> Surety of Death -> Unerring Strike -> Adroit Maneuver -> Warden's Triumph -> Repeat
-Determination
Lv 20
Cool Down: 4 Secs
A defensive tanking stance which while active grants the Warden increased in- combat power regeneration, increased in-combat morale regeneration, increased Critical Defense, increased block/parry/evade rating. While in this stance many gambits are re-purposed towards survivable and threat accumulation.
While in this stance I suggest using Battle Preparation to get Shield Mastery up on yourself, then building Call to Battle for use at the start of the fight. Then once the fight has started I suggest getting your drain over time effects because these are the main contributing gambits towards keeping you alive, and Exultation of Battle generates a lot of threat. Once you get your Drains up I suggest trying to get your Hots up. Once you have your 2 main drain over time effects and 3 hots up it mostly becomes about maintaining these effects. In between these i suggest doing Gambits like Conviction, or Shield mastery if it is beginning to wear off.
Escrima's Tanking Rotation: Using Battle Preparation have Shield Mastery, and Conviction up and running before entering combat.
Call To Battle -> Exultation of Battle -> Restoration -> Fierce Resolve -> Celebration of Skill -> Safe Guard -> Persevere -> Goad -> Conviction -> Repeat, but skip Call to battle after the start of a fight the threat it generates isn't worth mention outside of using it for an initial claim tool.
(use Battle Memory Conviction when the old Conviction starts to wear off)
-Assailment
Lv 30
Cool Down: 4 secs
An offensive ranged stance which while active grants the warden increased in- combat power regeneration, +5% Ranged damage and decreased block/parry/evade. While in this stance many gambits are re-purposed for ranged DPS.
This is the newest stance and play-style added to warden back during the Great River update. Sadly that means it is also the most difficult to recommend spec. Presently it's damage pales in comparison to that of Recklessness. Alot of this stemming from the fact that the Way of the fist Trait set(aka the Assailment spec) was originally the threat trait set. As such the trait set isn't entirely supportive of the spec's new role as a ranged DPS. Heck I presently could almost argue you'd get more DPS out of the Assailment stance equipping primarily traits from the Way of the Fist(Melee spec) trait set. Another reason it's hard to recommend the Assailment stance is the fact that not all the major gambits, such as the Surety of Death Gambit family are not ranged while in this stance. Then, their is the annoying issue of the minimum range imposed on various the gambits while in Assailment. Preventing you from using a majority of gambits if the enemy is in melee range while in this stance. Which makes it very annoying to solo in. Currently the only real times I use it are when it is disadvantageous to melee, farming enemies much lower then myself, fighting an enemy which has the tendency to kite mr, or if for some reason I cannot get into melee.
If you are going to use the Assailment Stance I would suggest using the Boar's Rush gambit family in the order of increasing power. Because like the Unerring Strike Family of gambits Recklessness, Boar's Rush family gets a damage bonus if used in order. In between each gambits. And mixing in gambits from the Call to battle gambit family.
Sample Gambit Rotation: Offensive Strike -> Combination Strike -> Boar's Rush -> Adroit Maneuver -> Warden's Triumph -> Repeat
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-=Stacking=-
Many abilities and gambits will bestow generic HoT(Heal over Time) effects on the Warden, or DoT(Damage over Time) effects on the enemy. Effects which share the same name with other effects will generally not stack. The only exception to this rule that I have found is Tier 0 Damage Over Time which is inflicted by Warden's Taunt, Warden's generic fist gambit builder ability.
Here is a list of effects that will stack with each other but not themselves:
-Tactical Light DoTs
Tier 1 Damage Over Time
Tier 2 Damage Over Time
Tier 3 Damage Over Time
Tier 4 Damage Over Time
-Other Light DoTs
Goad Damage Over Time
Impressive Flourish Damage Over Time
Call to Battle: Lasting Damage
-Physical DoTs (Bleeds)
Minor Bleed
Low Bleed
Medium Bleed
Big Bleed
-Tactical Self HoTs
Tier 1 Heal over Time
Tier 2 Heal over Time
Tier 3 Heal over Time
Tier 4 Heal over Time
-Other HoTs
Conviction
-Drain over Time
Morale Tap
Fierce Resolve
Exultation of Battle
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-=Non-Gambit Builder Melee Attacks=-
-Critical Strike
Lv 10
Cool Down: 30 Secs
Melee Attack which deals a large amount of Physical Damage. Requires the enemy be stunned to be used however.
Can be comboed effectively along with Ambush, and gambits that have a chance to stun like Boar's Rush or The Boot. Otherwise, this skill works well should an ally stun the enemy, or when a Fellowship Maneuver is started.
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-=Javelin Skills=-
Ranged attacks which function outside of Warden's gambit mechanic.
-Javelin Toss
Lv 1
Cool Down: 8 Secs
Deals Ranged Physical Damage.
-Improved Javelin Toss
Lv 66
Cool Down: 8 Secs
Replaces Javelin Toss
Deals Ranged Physical Damage, and inflicts Minor Bleed.
-Ambush
Lv 10
Cool Down: 30 Secs
Induction: 5.0 Secs
Cannot be used if already in combat
Deals about 50% more Ranged Physical damage then Javelin toss, stuns, the enemy, and grants the Warden +50% run speed for 5 secs.
If used while under the stealth effects granted by Careful Step the induction is removed. Though seeing as they both have the same induction its usefulness is slightly reduced, though it is still useful if it would other wise be difficult to Ambush from within the normal range of the skill. Also, with certain traits Ambush will be a guaranteed crit if used while under the effect of Careful Step.
A great skill for starting fights, it also combo's greatly with Warden's Critical Strike, and Wages of Fear.
Though I will admit I rarely use it outside of starting a boss fight. Primarily because I'm to lazy to wait for the induction on an otherwise inductionless class, and most Fellowship members tend to be highly impatient during trash pulls.
-Shield Piercer
Lv 20
Cool Down: 45 Secs
Deals Ranged Physical Damage, and inflicts a Block Rating Debuff for 21 secs.
-Hampering Javelin
Lv 28
Cool Down: 45 Secs.
Deals Ranged Physical Damage, and inflicts a Run Speed Debuff for 20 secs.
The Run Speed Debuff is useful if soloing while in the Assailment stance because it allows you to more effectively kite the enemy. Sadly though, without the proper legacies and traits, it is stopped from being a permanent solution to the minimum range penalty on Ranged Gambits. Due to the fact the Run Speed Debuff cannot be maintained permanently.
-Improved Hampering Javelin
Lv 77
Cool Down: 45 Secs.
Replaces Hampering Javelin
Deals Ranged Physical Damage, inflicts a Root for 2 seconds, and applies a Run Speed Debuff for 20 secs.
The Root and Run Speed Debuffs are useful if soloing while in the Assailment stance because it allows you to more effectively kite the enemy. Sadly though, without the proper legacies and traits, it is stopped from being a permanent solution to the minimum range penalty on Ranged Gambits. Due to the fact the Run Speed Debuff cannot be maintained permanently.
-Wages of Fear
Lv 38
Cool Down: 45 Secs.
Deals Ranged Physical Damage, with an additional burst of damage if used against the enemies back side.
This skill should generally only be used if you have a shot at the enemies back side due to the damage bonus it gets. This skill is very useful no matter if your DPS or Tanking.
If DPSing in a group you should use this skill whenever it comes up off cool down for a burst of damage.
If Tanking in a group you should use this skill if a group member pulls a mob off you in order to quickly try and get the enemy's attention back on you.
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-=Emergency Ability=-
-Never Surrender
Lv: 50
Cool Down: 15 Mins
Grants the Warden a buff for 5 minutes will heal them for 50% of their total morale and power should they go below 10% morale.
The buff will wear off automatically once it heals the Warden, though it does prevent the warden from being killable while it is in effect. Meaning that, for example: if you were 15% health and the enemy hit you for more then your morale. This effect will not only stop you from being killed but will heal you as though you were at 1 morale when it activated.
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-=Utility Abilities=-
These are abilities that make the life of a Warden easier.
-Quick Recovery
Lv 24
Cool Down: 3 Secs
Removes the last gambit part added to the Warden's Gambit Panel.
-Recovery
Lv 20
Cool Down: 3 Secs.
Clears the Warden's Gambit Panel of all Gambit parts.
-Battle Preparation
Lv 24
Cool Down: None
Can only be used outside of combat.
Lets the Warden prepare Gambit's while outside of combat for 15 seconds.
While this effect is active the Wardens 1 part gambit builders do not deal damage or require targets, and the two part gambit builders have no cool down. This effect wears off automatically should the warden execute a Gambit.
This skill is very good for preparing gambits like Shield Mastery, and Call to Battle before the start of combat.
-Careful Step
Lv 14
Cool Down: 3 Mins
Induction: 5 Secs
Can only be used outside of combat.
Grants the Warden Stealth for 20 seconds, during which time the Warden's movement speed is reduced reduced 50%, and the induction time on Ambush is removed.
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-=Gambit Builders=-
These are the skills that Warden's use to build their gambits. Each gambit builder adding 1 to 2 Gambit parts, and are used to make gambits ranging from 1-5 parts in length. These parts coming in 3 colors or types. The types including Spear/Javelin(Red), Shield(Green) and Fist(Yellow).
-=1 Part Gambit Builders=-
-Quick Stab/Thrust/Toss
Lv 1
Cool Down: 1 Sec
Adds 1 Spear/Javelin(Red) Gambit part to the Wardens Gambit Panel.
Deals melee(or ranged if in Assailment) Physical Damage, and applies a stacking self buff. The effect of which differs depending on your stance.
Recklessness Effects:
Grants +2% Melee Damage (Stacks up to 3 Times). Duration 20 secs.
5% Chance to gain buff: +5% Light DoT Damage. Duration 15 secs.
Determination Effects:
Grants +2% Partial Block/Parry/Evade Chance (Stacks up to 3 times). Duration 20 secs.
5% Chance to gain buff: +5% Incoming Healing Modifier. Duration 15 secs.
Assailment Effects:
Grants +1.5% Ranged Damages (stacks up to 3 times). Duration 20 Secs.
5% chance to inflict a minor Bleed(Tier 0 Bleed) on target.
-Shield Blast, Shield Bash, Behind the Shield
Lv 1
Cool Down: 1 Sec
Adds 1 Shield(Green) Gambit part to the Wardens Gambit Panel.
Deals melee(or ranged if in Assailment) Physical Damage, and applies a stacking self buff. The effect of which differs depending on your stance.
Recklessness Effects:
Grants +2% Melee Damage (Stacks up to 3 Times). Duration 20.0 secs.
5% Chance to gain buff: +2% Damage to Morale Drains. Duration 15.0 secs.
Determination Effects:
Grants +2% Partial Block/Parry/Evade Chance (Stacks up to 3 times). Duration 20 secs.
5% Chance to gain buff: +X Block Rating. Duration 15 secs.
Assailment Effects:
Grants +1.5% Ranged Damages (stacks up to 3 times). Duration 20 Secs.
5% chance to gain buff: -5% threat for damaging and healing effects. Duration 15 secs.
-Warden's Scorn/Taunt/Aim
Lv 1
Cool Down: 1 Sec
Adds 1 Fist(Yellow) Gambit part to the Wardens Gambit Panel.
Inflicts the target with a minor Light Damage dot(Tier 0 Light DoT), and applies a stacking self buff. The effect of which differs depending on your stance.
Recklessness Effects:
Grants +2% Melee Damage (Stacks up to 3 Times). Duration 20 secs.
5% Chance to gain buff: +5% critical magnitude for fist gambits. Duration 15 secs.
Determination Effects:
Grants +2% Partial Block/Parry/Evade Chance (Stacks up to 3 times). Duration 20 secs.
5% chance to gain buff: +5% threat for damaging and healing effects. Duration 15 secs.
Assailment Effects:
Grants +1.5% Ranged Damages (stacks up to 3 times). Duration 20 Secs.
5% chance to gain buff: +5% critical chance for ranged attacks. Duration 15 secs.
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-=2 Part Gambit Builders=-
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-Spear Mastery Builders
These are gambit builders that add two gambit parts to your to your gambit panel. That start with Spear.
Requirement:
2 Way of The Spear Traits
or
4 Way of the Fist Traits
or
5 Way of the Shield Traits
-Spear and Spear (or Javelin and Javelin)
Lv 20
Cool Down: 15 secs
Quickly adds two Spear/Javelin(Red) Gambit Parts to the Warden's Gambit Panel.
As only Deft Strike uses two Spear/Javelin gambit parts in a row this builder will pretty much be used exclusively for building Deft Strike.
-Spear and Shield (or Javelin and Shield)
Lv 20
Cool Down: 15 secs
Quickly adds a Spear/Javelin(Red) and Shield(green), in that order, to the Warden's Gambit Panel.
-Spear and Fist (or Javelin and Fist)
Lv 20
Cool Down: 15 secs
Quickly adds a Spear/Javelin(Red) and Fist(Yellow), in that order, to the Warden's Gambit Panel.
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-Shield Mastery Builders
These are gambit builders that add two gambit parts to your to your gambit panel. That start with Shield.
Requirement:
2 Way of The Shield Traits
or
5 Way of the Fist Traits
or
5 Way of the Spear Traits
-Shield and Shield
Lv 20
Cool Down: 15 secs
Quickly adds two Shield(Green) Gambit Parts to the Warden's Gambit Panel.
As only Defensive Strike uses two Shield gambit parts in a row this builder will pretty much be used exclusively for building Defensive Strike.
-Shield and Spear (or Shield and Javelin)
Lv 20
Cool Down: 15 secs
Quickly adds a Shield(green) and Spear/Javelin(Red), in that order, to the Warden's Gambit Panel.
-Shield and Fist
Lv 20
Cool Down: 15 secs
Quickly adds a Shield(green) and Fist(Yellow), in that order, to the Warden's Gambit Panel.
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-Fist Mastery Builders
These are gambit builders that add two gambit parts to your to your gambit panel. That start with Fist.
Requirement:
2 Way of The Fist Traits
or
4 Way of the Spear Traits
or
5 Way of the Shield Traits
-Fist and Fist
Lv 20
Cool Down: 15 secs
Quickly adds two Fist(Yellow) Gambit Parts to the Warden's Gambit Panel.
As only Goad uses two Fist gambit parts in a row this builder will pretty much be used exclusively for building Goad.
-Fist and Spear (or Fist and Javelin)
Lv 20
Cool Down: 15 secs
Quickly adds a Fist (Yellow) and Spear/Javelin(Red), in that order, to the Warden's Gambit Panel.
-Fist and Shield
Lv 20
Cool Down: 15 secs
Quickly adds a Fist(Yellow) and Shield(green), in that order, to the Warden's Gambit Panel.
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Gambit Executing Abilities:
Gambit Default
Level 1
Cool Down: 1 sec
This is the ability you will hit to execute the gambits you build. In it's default form it is it simply a weak physical attack. Though as you build your gambit the description, name and icon update to match the gambit you have built. Once this ability is used all gambit parts are removed from the Gambit Panel, and the gambit is executed.
Battle Memory
Level 40
Cool Down: 1 sec
If you should execute a gambit other then Goad, Defensive Strike or Deft Strike while under the effect of potency then the gambit is stored into your "Battle Memory." Allowing you to instantly execute that gambit again by using this ability. However, once Battle Memory is used the stored gambit is forgotten.
Battle memory can only be cleared by using Battle Memory to remove the stored gambit, or by being out of combat for 9 seconds.
Also note that Battle Memory costs morale to use. If the gambit was 2 parts long it will cost 4% of your max morale, 3 parts long 6%, 4 parts long 8% and if the gambit was 5 parts long 10% it will cost of your max morale.
=======================================================
-=Gambits=-
Gambits are powerful attacks the warden gains access to by using their Gambit builder attacks and abilities in specific combinations. Gambits generally fall into 1 of 11 families of gambits with each later member usually acting as an improved version of the previous member.
Key:
R = Spear/Javelin
G= Shield
Y= Fist
-Potency Family
These are gambits which depending on how the warden has invested their class traits have a chance to grant the Warden the buff Potency upon execution.
3 of Traits from any one Spec: 50% chance to gain Potency.
4 of Traits from any one Spec: 100% chance to gain Potency.
Deft Strike
LV: 1
Gambit: RR
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack
Determination: Melee, Physical Attack
Assailment: Ranged, Physical Attack
Defensive Strike
LV: 2
Gambit: GG
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Grants a Physical Mastery buff, duration 10 secs.
Determination: Melee, Physical Attack. Grants a Block Rating buff, duration 20 secs.
Assailment: Melee, Physical Attack. Reduced Threat.
Goad
Max Targets: 3
LV: 4
Gambit: YY
Scaling Stat: Tactical Mastery
Recklessness: Melee, Inflicts Goad Damage over Time.
Determination: Melee, Inflicts Goad Damage over Time. Increased Threat
Assailment: Melee, Inflicts Goad Damage over Time. Reduced Threat.
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-=Spear/Javelin Gambits=-
Spear/Javelin gambits generally focus around dealing physical damage.
-Family-less:
These Spear gambits don't fit into any of the other Spear Gambit families.
Reversal
LV: 52
Gambit: RYG
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Removes one Corruption from the Target.
Determination: Melee, Physical Attack. Removes one Corruption from the Target.
Assailment: Ranged, Physical Attack. Removes one Corruption from the Target.
The Dark Before the Dawn
This is Gambit is warden's primary source of power efficiency outside of In-Combat Power Regen.
LV: 64
Gambit: RGRYR
Scaling Stat: Physical Mastery, Max Power
Recklessness: Melee, 2 hit Physical Attack. Heals 2% of the Warden's Power every 2 secs for 16 secs.
Determination: Melee, 2 hit Physical Attack. Heals 2% of the Warden's Power every 2 secs for 16 secs.
Assailment: Ranged, Physical Attack. Heals 2% of the Warden's Power every 2 secs for 16 secs.
-Wall of Steel Family:
The Wall of Steel Family serves as any Warden's go to interrupt gambits. The later multi-hit gambits in this family are also capable of dealing good damage but rely on high finesse to insure all the hits connect.
The Boot
LV: 3
Gambit: RG
Scaling Stat: Physical Mastery (and Tactical Mastery in Recklessness.)
Recklessness: Melee, Physical Attack. Interrupts. Inflicts Tier 1 Damage Over Time.
Determination: Melee, Physical Attack. Interrupts. 25% chance for 5 sec Daze.
Assailment: Ranged, Physical Attack. Interrupts. 25% chance for 5 sec Root.
Onslaught
LV: 32
Gambit: RGR
Scaling Stat: Physical Mastery
Recklessness: Melee, 3 hit Physical Attack. Interrupts.
Determination: Melee, 3 hit Physical Attack. Interrupts.
Assailment: Ranged, Physical Attack. Interrupts.
Wall of Steel
LV: 36
Gambit: RGRG
Scaling Stat: Physical Mastery
Recklessness: Melee, 3 hit Physical Attack. Interrupts. Grants the Warden a Damage Reflect Buff for 30 secs
Determination: Melee, 3 hit Physical Attack. Interrupts. Parry Buff for 30 secs.
Assailment: Ranged, Physical Attack. Interrupts. Grants the Warden a Damage Reflect Buff for 30 secs.
-Boar's Rush Family:
These gambits do large burst damage, and serve as a Warden's primary source of damage when in the Assailment Stance.
Offensive Strike
When in Assailment this skill causes the Warden's next Combination Strike to deal additional Damage.
LV: 10
Gambit: RY
Scaling Stat: Physical Mastery (and Tactical Mastery in Recklessness)
Recklessness: Melee, 2 hit Physical Attack. Inflicts Morale-Tap.
Determination: Melee, 2 hit Physical Attack. Increased Threat.
Assailment: Ranged, Physical Attack. Inflicts Offensive Strike.
Combination Strike
When in Assailment this skill causes the Warden's next Boar's Rush to deal additional Damage.
LV: 28
Gambit: RYR
Scaling Stat: Physical Mastery
Recklessness: Melee, 2 hit Physical Attack.
Determination: Melee, 2 hit Physical Attack.
Assailment: Ranged, Physical Attack. Inflicts Combination Strike. Inflicts Medium Bleed.
Boar's Rush
This Gambit has an increased chance to critically hit.
LV: 44
Gambit: RYRY
Scaling Stat: Physical Mastery
Recklessness: Melee, 2 hit Physical Attack.
Determination: Melee, 2 hit Physical Attack.
Assailment: Ranged, Physical Attack. Inflicts Big Bleed. Inflicts 5s Daze on critical or devastating hit.
-Unerring Strike Family:
These gambits do large amounts of damage, Less burst damage then the Boar's Rush Family but inflict potent Bleeds and are a Warden's primary source of damage when in the Recklessness Stance
Power Attack
When in Recklessness this skill causes the Warden's next Mighty Blow to deal additional Damage.
Decreased chance to be Blocked
LV: 18
Gambit: RGY
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Inflicts Low Bleed.
Determination: Melee, Physical Attack.
Assailment: Ranged, Physical Attack
Mighty Blow
When in Recklessness this skill causes the Warden's next Unerring Strike to deal additional Damage.
Decreased chance to be Parried and Evaded
LV: 38
Gambit: RGYR
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Inflicts Medium Bleed.
Determination: Melee, Physical Attack.
Assailment: Ranged, Physical Attack
Unerring Strike
Decreased chance to be Blocked, Parried and Evaded
LV: 50
Gambit: RGYRG
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Inflicts Big Bleed.
Determination: Melee, Physical Attack. Inflicts Big Bleed.
Assailment: Ranged, Physical Attack. Inflicts Big Bleed.
-Warden's Triumph Family:
These are gambits which while they do not do much damage themselves do increase the Warden's Damage.
Adroit Maneuver
LV: 58
Gambit: RYGR
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Grants the Warden an Attack Speed buff for 20 secs.
Determination: Melee, Physical Attack. Grants the Warden an Attack Speed buff for 20 secs.
Assailment: Ranged, Physical Attack. Grants the Warden an Attack Speed buff for 20 secs.
Warden's Triumph
LV: 70
Gambit: RYGRY
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Grants the Warden a Melee Damage buff for 20 secs.
Determination: Melee, Physical Attack. Grants the Warden a Melee Damage buff for 20 secs.
Assailment: Ranged, Physical Attack. Grants the Warden a Ranged Damage buff for 20 secs.
________________________________________________________
-=Shield Gambits=-
Shield Gambits generally focus around increasing the warden's durability.
-Family-less:
Impressive Flourish
LV: 9
Gambit: GY
Scaling Stat: Tactical Mastery
Recklessness: Melee. Inflicts Impressive Flourish Damage over Time. Inflicts Tier 1 Damage over Time.
Determination: Melee. Inflicts Impressive Flourish Damage over Time. Grants the Warden Tier 1 Heal Over Time, Critical Defense, Physical Mitigation, Tactical Mitigation.
Assailment: Melee. Inflicts Impressive Flourish Damage over Time, also drains morale.
Deflection
LV: 50
Gambit: GYR
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Lowers the Warden's Threat.
Determination: Melee, Physical Attack. Lowers the Warden's Threat.
Assailment: Melee, Physical Attack. Lowers the Warden's Threat.
Shield Tactics
LV: 68
Gambit: GYRG
Grants the Warden the Warden immunity to Stun, Daze, and Knockdown for 10 secs, cool down 30s.
Grants the Warden a Tactical Mitigation buff for 1 minute.
-Restoration Family:
This family of gambits is primarily used when tanking in the Determination stance. Providing a multitude of potent self healing HoTs.
Persevere
LV: 6
Gambit: GR
Scaling Stats: Physical Mastery for damage/bleeds, Tactical Mastery for HoTs
Recklessness: Melee Physical Attack. Inflicts Low bleed.
Determination: Melee Physical Attack. Increased Threat. Grants the Warden Tier 1 Heal over Time. Grants the Warden a Block Rating/Partial Block Chance Buff.
Assailment: Ranged Physical Attack. Decreased Threat. Grants the Warden +1% Ranged Damage for 10 secs.
Safe Guard
LV: 24
Gambit: GRG
Scaling Stats: Physical Mastery for damage/bleeds, Tactical Mastery for HoTs
Recklessness: Melee Physical Attack. Inflicts Medium bleed.
Determination: Melee Physical Attack. Increased Threat. Grants the Warden Tier 2 Heal over Time. Grants the Warden a Block Rating/Partial Block Chance Buff.
Assailment: Ranged Physical Attack. Decreased Threat. Grants the Warden +2% Ranged Damage for 10 secs.
Celebration of Skill
LV: 40
Gambit: GRGR
Scaling Stats: Physical Mastery for damage/bleeds, Tactical Mastery for HoTs
Recklessness: Melee Physical Attack. Inflicts Big bleed.
Determination: Melee Physical Attack. Increased Threat. Grants the Warden Tier 3 Heal over Time. Grants the Warden a Block Rating/Partial Block Chance Buff.
Assailment: Ranged Physical Attack. Decreased Threat. Grants the Warden +4% Ranged Damage for 10 secs.
Restoration
LV: 74
Gambit: GRGRG
Scaling Stats: Physical Mastery for damage/bleeds, Tactical Mastery for HoTs
Recklessness: Melee Physical Attack. Grants the Warden Tier 4 Heal over Time.
Determination: Melee Physical Attack. Increased Threat. Grants the Warden Tier 4 Heal over Time.
Assailment: Ranged Physical Attack. Decreased Threat. Grants the Warden Tier 2 Heal over Time.
-Conviction Family:
When tanking in Determination the Conviction Gambit family is one of the Warden's best family of Gambits to help in trying to keep threat. The Conviction Family being unique in that when in Determination they transfer threat from each fellowship member to the Warden.
Maddening Strike
LV: 16
Gambit: GYG
Scaling Stats: Physical Mastery (and tactical mastery in Recklessness)
Recklessness: Melee Physical Attack. Inflicts Tier 1 Damage over Time
Determination: Melee Physical Attack. Grants the Warden a Physical, Tactical and Critical Mitigation buff for 10 sec. Transfers a slight amount of threat from fellowship members to the Warden.
Assailment: Melee Physical Attack. Drains some morale.
Dance of War
LV: 42
Gambit: GYGY
Recklessness: Grants the Warden an Evasion buff for 20 Sec.
Determination: Grants the Warden an Evasion buff for 20 Sec. Grants the Warden a Physical, Tactical and Critical Mitigation buff for 10 sec. Transfers a moderate amount of threat from fellowship members to the Warden.
Assailment: Grants the Warden an Evasion and Threat Reduction buff for 20 Sec.
Conviction
This is probably one of the best Gambits. It heals not only the Warden but everyone in the Fellowship. This not only allows the Warden to support heal to some extent, but also helps greatly when tanking. Primarily because if a healer or back row fellowship member pulls a monster the Warden hasn't hit themselves the HoT tics will put the Warden onto the monster's threat list. Well, and threat from AoE healing is pretty nice.
LV: 54
Gambit: GYGYG
Scaling Stats: Tactical Mastery
Recklessness: Grants the Warden and all fellowship members the Conviction Heal over Time effect.
Increases the Physical Mastery of all nearby fellowship members. (Doesn't effect the Warden)
Determination: Grants the Warden and all fellowship members the Conviction Heal over Time effect. Transfers a moderate amount of threat from fellowship members to the Warden. (I'm almost certain it transfers threat to the Warden every Tic of Conviction.)
Assailment: Grants the Warden and all fellowship members the Conviction Heal over Time effect. Reduces the threat generated by all nearby fellowship members. (Doesn't effect the Warden)
-Shield Mastery Family:
These Gambits are primarily used to increase the Warden's Block/Parry/Evade when tanking. Note Shield Mastery and Shield Up do not stack. Shield Mastery taking priority over Shield Up.
I personally use Shield Mastery before entering into tough fights to give me a bit more of a defensive edge while I build up all my HoT and Drains.
Shield Up
LV: 20
Gambit: GRY
Recklessness: Grants the Warden a Damage reflection buff for 20 secs. Boosts the potency of the Shield Mastery.
Determination: Grants the Warden a Block/Parry/Evade buff for 20 secs.
Assailment: Reduces the threat generated by the Warden and all nearby fellowship members.
Shield Mastery
LV: 34
Gambit: GRYG
Recklessness: Grants the Warden a Damage reflection buff for 20 secs.
Determination: Grants the Warden a Block/Parry/Evade buff for 20 secs.
Assailment: Reduces the threat generated, and increases the Evasion of the Warden and all nearby fellowship members.
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-=Fist Gambits=-
Fist Gambits generally focus around dealing light damage over time.
-Family-less:
War-Cry
Max Targets: 10
LV: 13
Gambit: YG
Scaling Stats: Tactical Mastery
Recklessness: Mid Range. Inflicts Tier 1 Damage over Time on all targets. Drains morale on Critical and Devastating tics.
Determination: Mid Range. Increased Threat Inflicts Tier 1 Damage over Time to all targets. Grants the Warden Tier 1 Heal over Time and an Evasion Buff.
Assailment: Mid Range. Inflicts Tier 1 Damage over Time on all targets. Grants nearby fellowship members +1% Tactical Damage for 10 Secs. (Doesn't effect the Warden)
Aggression
LV: 62
Gambit: YGRY
Scaling Stats: Physical Mastery
Recklessness: Melee. Physical Attack. Drains Morale on Critical or Devastating hits.
Determination: Melee. Physical Attack. Transfers a moderate amount of threat from fellowship members to the Warden.
Assailment: Ranged. Physical Attack. Grants nearby fellowship members +3% Tactical Damage for 10 secs. (Doesn't effect the Warden.)
-Call to Battle Family:
This is the only family of Gambits within the Warden's arsenal that grant the Warden flat threat when in determination. They are also great for AoE DPS when in Recklessness and Assailment.
Resounding Challenge
Max Targets: 6
LV: 80
Gambit: YGYR
Scaling Stats: (Tactical Mastery but only in Recklessness and Assailment.)
Recklessness. Ranged. Tactical Attack.
Determination: Ranged. Flat Threat Bonus.
Assailment: Ranged. Tactical Attack.
Call to Battle
Note that the DoT is much more potent in Recklessness then it is in Assailment.
Max Targets: 6
LV: 83
Gambit: YGYRY
Scaling Stats: (Tactical Mastery but only in Recklessness and Assailment.)
Recklessness. Ranged. Inflicts Call to Battle: Lasting Damage on all targets.
Determination: Ranged. Generates flat threat over time.
Assailment: Ranged. Tactical Attack.. Inflicts Call to Battle: Lasting Damage on all targets.
-Exultation of Battle Family:
These are your primary Morale draining Gambits. They are great tools for dealing damage, generating threat, and increasing your survivability. Being AoE means that the amount of healing you get from these increases the more enemies you're fighting. They will likely be used no matter what you choose to do in a group.
Fierce Resolve
Max Targets: 10
LV: 26
Gambit: YRG
Scaling Stats: Tactical Mastery
Recklessness: Mid Range. Inflicts the Morale Drain over Time, Fierce Resolve on all targets.
Determination: Mid Range. Inflicts the Morale Drain over Time, Fierce Resolve on all targets.
Assailment: Ranged. Inflicts the Morale Drain over Time, Fierce Resolve on all targets.
Resolution
This Gambit does not inflict a Drain over Time, it is instead a burst AoE drain. Which makes it work great with Potency, because you will almost always gain back more health then you used up.
Max Targets: 10
LV: 72
Gambit: YRGY
Scaling Stats: Tactical Mastery
Recklessness: Mid Range. Tactical Morale Drain
Determination: Mid Range. Tactical Morale Drain
Assailment: Ranged. Tactical Morale Drain.
Exultation of Battle
Max Targets: 10
LV: 60
Gambit: YRGYG
Scaling Stats: Tactical Mastery
Recklessness: Mid Range. Inflicts the Morale Drain over Time, Exultation of Battle on all targets.
Determination: Mid Range. Increased Threat. Inflicts the Morale Drain over Time, Exultation of Battle on all targets.
Assailment: Ranged. Inflicts the Morale Drain over Time, Exultation of Battle on all targets.
-Surety of Death Family:
Primarily used to inflict potent light dots on enemies. Though, if used in Determination stance they have very high threat modifiers.
Brink of Victory
LV: 22
Gambit: YGY
Scaling Stats: Tactical Mastery
Recklessness: Melee. Inflicts Tier 2 Damage over Time. Drains Morale on Critical and Devastating Tics.
Determination: Melee. Increased Threat. Inflicts Tier 2 Damage over Time. Grants the Warden an Evasion buff for 10 secs.
Assailment. Melee. Inflicts Tier 2 Damage over Time. Grants nearby fellowship members +1% Tactical Damage for 10 Secs. (Doesn't effect the Warden)
Surety of Death
LV: 48
Gambit: YGYG
Scaling Stats: Physical Mastery and Tactical Mastery
Recklessness: Melee. Physical Attack. Inflicts Tier 3 Damage over Time. Drains Morale on Critical and Devastating Tics.
Determination: Melee. Physical Attack. Increased Threat. Inflicts Tier 3 Damage over Time. Grants the Warden an Evasion buff for 10 secs.
Assailment. Melee. Physical Attack. Inflicts Tier 3 Damage over Time. Grants nearby fellowship members +2% Tactical Damage for 10 Secs. (Doesn't effect the Warden)
Desolation
While this Gambit does inflict the highest tier of the generic Light DoTs the fact that it has a chance to fear every 4 secs makes it less desirable. Fear being undesirable usually because it messes up enemy grouping. Though if the enemy, or enemies, are immune to Fear, then this is great.
Max Targets: 3
LV: 56
Gambit: YGYGY
Scaling Stats: Tactical Mastery
Recklessness: Mid Range. Inflicts Tier 4 Damage over Time. 25% chance for 2 sec fear every 4 secs for 24 seconds.
Determination: Mid Range. Inflicts Tier 4 Damage over Time. 25% chance for 2 sec fear every 4 secs for 24 seconds.
Assailment. Mid Range. Inflicts Tier 4 Damage over Time. 25% chance for 2 sec fear every 4 secs for 24 seconds.
-Spear of Virtue Family:
This is a unique family of DPS oriented gambits. Unique in that they tend to deal both a physical and tactical burst damage.
Precise Blow
LV: 12
Gambit: YR
Scaling Stats: Physical Mastery (and Tactical Mastery in Recklessness)
Recklessness: Melee. Physical Attack. Inflicts Tier 1 Damage over Time on critical hits.
Determination: Melee. Physical Attack. Increased Threat. Grants the Warden additional threat over time.
Assailment: Ranged. Physical Attack. Grants nearby fellowship members +1% Ranged Damage for 10 Secs. (Doesn't effect the Warden)
Precise Blow
LV: 30
Gambit: YRY
Scaling Stats: Physical Mastery and Tactical Mastery
Recklessness: Melee. Physical Attack. Tactical Attack. Inflicts Tier 2 Damage over Time on critical hits.
Determination: Melee. Physical Attack. Tactical Attack. Increased Threat.
Assailment: Ranged. Physical Attack. Tactical Attack. Grants nearby fellowship members +2% Ranged Damage for 10 Secs. (Doesn't effect the Warden)
Spear of Virtue
LV: 46
Gambit: YRYR
Scaling Stats: Physical Mastery and Tactical Mastery
Recklessness: Melee. Physical Attack. Tactical Attack. Inflicts Tier 3 Damage over Time on critical hits.
Determination: Melee. Physical Attack. Tactical Attack. Increased Threat.
Assailment: Ranged. Physical Attack. Tactical Attack. Grants nearby fellowship members +4% Ranged Damage for 10 Secs. (Doesn't effect the Warden)
Reasons for Writing this Guide: Faral made me do it...
-=Common Sense Warning=-
Note this guide is based on my own personal opinion about the class Warden derived primarily through my experience playing as a warden and similar tanking classes in other MMORPGs. As such your experience may differ from my own.
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-=Things everyone should know about Warden=-
1. Warden is at their weakest at the start of a fight, and must be given time to literally build themselves up. So classes capable of unleashing large sums of damage very quickly at any given moment (hunters...) should hold off at first.
2. Warden has little in the way of snap threat.
3. Warden's use agility as their main stat as of the Great River update.
4. Warden's do not wear Heavy Armor.
5. Warden's must continue to attack in order to remain durable.
6. If you should pull threat off a Warden: do not kite it and do not continue to DPS the mob in hopes of killing it before it kills you. Instead stop attacking, and bring the mob to the Warden so that they can start attacking the mob to pull it off you. If your going to argue that not kiting will get you killed, then you should have been more careful in the first place.
7. Warden's love incoming healing buffs.
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-=Playable Races=-
Elf
Hobbit
Man
=================================================
-=Role=-
-What is Warden?
Warden is a playable class that was added to LOTRO with the release of the Mines of Moria expansion on November 18th, 2008. While primarily a tank, Warden is also able to fulfill the roles of a Melee DPS and ranged DPS to a lesser extent.
Wardens primarily distinguish themselves from the rest of the classes through the use of a unique mechanic known as Gambits. Which allows them to build their basic attacks into larger more powerful attacks. They also wear medium armor and specialize in the use of a wide variety of weapons primarily spears and javelins.
-Tank
A tank is the member of a fellowship, or raid, who is tasked with the job of catching the ire of the enemy, or enemies. Tank classes are generally better equipped to take beatings then their allies, and allow their allies to fulfill their roles without having to worry about the enemy retaliating against them.
-DPS
A DPS, or Damage Dealer, is a member of the fellowship, or raid, who has been tasked with the inflicting damage on the group's enemies. A skilled DPS is one who is not only able to deal large sums of damage, but can also do so without pulling the enemy off the group member tasked with tanking.
-Gambits
Gambits are powerful attacks the warden gains access to by using their Gambit builder attacks and abilities in specific combinations. These attacks generally fall into 1 of 11 families of gambits. With each later member of a family generally acting as an improved version of the previous member.
_________________________________________________________
-In-Depth Role of the Warden:
Warden is what I like to call an Offensive tank. Meaning that unlike the Defensive tank Guardian, it not only can deal decent damage, but it must be able to.
Defensive tanks like Guardian relying on skills, and attacks which grant them a burst of flat threat on execution to keep threat. In other words Guardian's tanking skills grant them +X threat on execution against the enemy or enemies hit. X being some set large number that can change depending on the Guardian's level, legacies, traits and etc. Because, Guardian's by default gain a decent amount threat when they use their primary threat skills the damage they dealt isn't as important. Allowing them to instead focus on boosting their defenses when picking gear, virtues, and etc.
Warden however, is the opposite possessing only a handful of skills which grant them flat threat. Instead they must rely on their offensive power to keep the attention of their enemies. With a lot of the Warden's primary threat keeping abilities saying things like "Increased Threat" which through experience I have come to perceive as meaning +X% threat. In other words, if your ability dealt 100 damage to a target, and +X% was +30%, you would gain threat as though you had dealt 130 damage. Therefore, the effectiveness of the Warden's threat pulling ability is heavily effected by the potency of their abilities.
Part of the challenge of being an Offensive tank in any MMORPG is finding the balance between having enough offensive power to keep threat, and enough defensive power to stay alive once you have threat. The exact answer as to where the line is between offensive and defensive stats will depend heavily upon how you choose to play warden, your group, your trait set up and your level. Luckily, Warden like many Offensive MMORPG tanks is able boost their durability indirectly through their offensive power. In the case of Warden, you will primarily use your drains and self heals to make up for your lower mitigation. Both of which get stronger as the wardens offensive statistics increase, and also act as a potential source of threat. Though, this does mean that you must continue to keep these drains and self heals up in order to retain your durability. Also, I would still suggest trying to shoot for the block, parry and evade soft caps of 15%
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-=Important Statistics=-
Here I have listed a majority of the Primary and Secondary Stats. I have tried to list them in the of importance in my own experience. Again, try to use common sense depending on how you choose to play Warden the order of importance can change.
-Primary Stats:
Agility: Agility will be your main primary stat as a Warden. Investing, into Agility will increase Physical Mastery, Tactical Mastery, Parry, Evasion and Critical Rating. Making it a great choice for boosting your skill potency and to a lesser extent your defense.
1 point of Agility = 4 point increase in Evade Rating
1 point of Agility = 2 point increase in Parry Rating
1 point of Agility = 1 point increase in Critical Rating
1 point of Agility = 10 point increase in Physical Mastery
1 point of Agility =5 point increase in Tactical Mastery
Vitality: Vitality will be the second most important primary stat. Vitality increases your Morale, Physical Mitigation, Tactical Mitigation, Resistance and Non-Combat Morale Regeneration. Making it a very defensive stat making you more resistant to all damage types, ailments, and boosting your maximum Morale.
1 point of Vitality= 5 point increase in Morale
1 point of Vitality = 2 point increase in Resistance Rating
1 point of vitality = 2 point increase in Physical Mitigation
1 point of Vitality = 4 point increase in Tactical Mitigation
1 point of Vitality = 7.2 points increase in Non-Combat Morale Regeneration
Fate: Another good primary stat to invest into should neither of the first two options are available. Fate increases your Critical Rating, In-Combat Morale Regeneration, In-Combat Power Regeneration, and Non-Combat Power Regeneration. Helping increase Warden's chance to score critical hits with their skills, improve power efficiency, and to a lesser extent increase the wardens health regeneration.
1 point of Fate = 2.5 points of Critical Rating
1 point of Fate = 1.5 points of In-Combat Morale Regeneration
1 point of Fate = 1.71 points of In-Combat Power Regeneration
1 point of Fate = 24 points of Non-Combat Power Regeneration
(Fate also provides a base 240 In-combat power Regeneration)
Might: Is another good stat for increasing the Warden's defenses. Though, it is arguably less desirable then Vitality when playing as a Warden. Might increases your Block, Parry, Physical Mitigation and Tactical Mastery.
(There's a bug left over from the grace period after Warden got swapped to agility as their primary stat that causes Might to state that it boosts the Warden's Physical Mastery.)
1 Point of Might = 5 point increase in Tactical Mastery
1 point of Might = 4 point increase in Block Rating
1 point of Might = 1 point increase in Parry Rating
1 point of Might = 2 point increase in Physical Mitigation
Will: For Warden Will is hard to recommend, it has nothing you can't already get from Vitality. Another reason Will is hard to recommend is because point for point the bonuses Will gives Warden are equal(or inferior) to what you would gain from Vitality. Will increases your Resistance and Tactical Mitigation.
1 point of Will = 2 point increase in Tactical Mitigation
1 point of Will = 2 point increase in Resistance
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Secondary Stats:
Incoming Healing Rating: On Guardian Incoming Healing Rating is mostly just a nice thing they can do for their healers, so that it takes less effort to keep them alive. For Warden however, Incoming Healing Rating takes on a whole new level of usefulness. On Warden having high incoming heal rating also boosts the effectiveness of all of the Warden's self healing, and the healing portion of drains.
For example: If you had +15% incoming heal rating then a self heal that would normally heal you for 100 a tic, would instead heal you for 115 a tic. Or, if a AoE drain would heal you for 100 Morale per enemy it, it would instead heal you for 115 for every enemy hit. So if you hit 4 enemies you would be healed for an additional 60 Morale.
Incoming Healing Rating also boosts the potency of healing potions.
Tactical Mastery Rating:: Boosts the effectiveness of your tactical abilities. Tactical abilities including: Self heals, drains and non-bleed based DoTs. This Stat is very useful when tanking because your primary threat builders scale with Tactical Mastery.
Physical Mastery Rating: Boosts the effectiveness of your physical abilities. Physical abilities including: melee attacks, bleed based DoTs, and Javelin attacks. This stat is more useful when DPSing.
Critical Rating: Gives you a chance for increased potency when using a tactical or physical ability. For HoTs and DoTs the tics are individually determined as to whether or not they will critical. So scoring a critical hit when applying a dot does not guarantee that all the tics will be critical hits.
By default scoring a critical on a skill will make it 50% more potent, while an auto attack critical is 25% more potent. Which means a Critical hit will generate 50% more threat then a non critical hit.
Finesse: Decreases the chance of your enemy resisting, blocking, parrying or evading your attacks. Primarily useful because it stops your enemies from mitigating your attacks, and by extension ensuring your threat building attacks hit.
Ultimately, this stat isn't really important until level 65+ and most gear by default will include finesse bonuses.
Evasion: Allows you to mitigate or partially mitigate physical attacks. Generally suggest increasing your Evasion till you have a 15% chance to Evade.
This stat soft caps at 15%, and hard caps at 20%.
Parry: Allows you to mitigate or partially mitigate physical attacks from in front yourself. Generally suggest increasing your Parry till you have a 15% chance to Parry.
This stat soft caps at 15%, and hard caps at 20%.
Block: Allows you to mitigate or partially mitigate physical attacks from in front yourself. Generally suggest increasing your block till you have a 15% chance to block.
This stat soft caps at 15%, and hard caps at 20%.
Tactical Mitigation: Lowers incoming tactical damage. Because you cannot Block, Parry or Evade tactical attacks this stat is very important. It is the one of the only ways to lower incoming Tactical Damage.
Caps at 50% for Medium Armor wearers.
Physical Mitigation: Lowers incoming physical damage. Less important then Tactical Mitigation but still good to be aware of. After all, if you do fail to Block, Parry or Evade this your last line of defense against Physical Attacks.
Caps at 50% for Medium Armor wearers.
In-combat Power Regeneration: Increases the Warden's in-combat power efficiency, by allowing them to regenerate power more quickly. Less of an issue since the Fate revamp but still worthy of note, though usually I only find myself running out of power while tanking.
Morale: Morale is the measure of how much of a beating your character can take before being "Defeated." While Morale isn't necessarily bad the issue is that many over emphasize Morale, and view it as the measure of their "Tankiness." The reason that this is an issue, is because by focusing primarily on just getting your morale as high as possible you have likely forsaken your mitigation, your ability to lower the damage inflicted by incoming attacks.
Now you could argue that your Super Morale build is able to take just as many hits as any mitigation build in a solo situation. Though the issue lies in actually being healable.
For example: Lets say you had 2000 health, while tank number 2 had 1000 health, but enough mitigation to make it so he could take just as many hits as you. Well lets say you were for 200 damage taking you down to 1800(90% health) and your healer could only heal 100 a heal. Then you would be healed for 100(5% of your health), and be at 1900 health. Now, tank 2 also get's hit by the same mob but only for 100 taking him down to 900(90% health), the healer being just as potent as before heals tank 2 for 100(10% of tank 2's health) and thus heals them back up to full in one heal.
This example is a little extreme, but I think it gets the point across. It's still a good idea to have a decent amount of morale though, as it gives your healer and yourself a buffer.
==================================================
-Weapons
-=Melee Weapons=-
Warden is capable of wielding all of the major one handed melee weapons. These include: Axe, Club, Dagger, Hammer, Mace, Spear, Sword.
However from level 15 on Warden's have passive bonuses toward wield Club, Spear and Sword. These bonuses not only boost the Warden's damage with such weapons but also increases the passive bonuses of these weapon types. As such I generally suggest sticking with these three weapon types.
-Spear
Passive Bonus: Chance to Inflict a Physical Damage over Time effect on hit with a melee attack
This is generally considered to be the primary weapon of choice for Warden, and for the most part I would have to agree. While no race gains a racial that boosts the damage of Spears, thanks to Warden's spear training passives they are able to inflict the Damage over Time effect much more often, and the effect is much more potent. As such, I generally feel that Spear is the best weapon of choice for Warden if you DPSing in a group or solo.
-Sword
Passive Bonus: Boost to Parry Chance
While not as recognized as the Spear when it comes to the Warden arsenal I feel it has it's place. Ever since Sword's passive bonus got changed to a Parry bonus it has become in my opinion the best weapon type to tank with. While for non Warden's the parry bonus is minimal, the bonus can become quite substantial later once the Warden has access to the legendary trait Grand Master Weapon Training.
Also, if you play a Elf or Man Warden the racial 2% bonus to sword damage makes the Damage loss due to not possessing the Spear DoT minimial.
-Club
Passive bonus: Chance to inflict an Attack Speed down debuff on hit with a melee attack
Prior to Swords passive being swapped to a parry bonus Club was arguably the best tanking weapon for Warden. However, due to the fact that Warden has no AoE melee attacks and parry allows you to mitigate attacks even from enemies your not currently targeting. It is hard to warrant the use of club as a tanking weapon over sword.
Which because club's passive is less useful then sword's it makes hobbits a bit harder to recommend as a race choice for Warden.
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-=Ranged Weapon=-
Javelin
Passive: Low level Javelin's occasionally feature Threat modifying effects.
(Sadly this is not seen in the higher level Javelins.)
Well sadly the Javelin weapon type don't have any consistent passive bonuses to them, but they do look cool.
===============================================
-= Passives =-
-Weapon Mastery
Expert Training - Lv 15
Master Training - Lv 30
These are passives that boost the Warden's effectiveness with Spear, Sword and Club. They boost the Warden's damage when using these 3 weapons, and the potency of the passive bonuses of these weapons.
-Carving Use
Lv 20
Carvings are objects made by woodworkers that go into the Warden's class slot. They
reduce the cost of either Spear Gambits, Shield Gambits, or Fist Gambits depending on which one the Warden is wearing. Also higher level ones provide light damage bonuses or mitigation bonuses.
I suggest using Spear Carvings when DPSing. And, Shield or Fist Carvings when tanking depending on which you feel you use more.
-Use of Oil
Fire Oil - Lv 20
Light Oil - Lv 30
Oils provide short term buffs that cause the Warden's javelin skills to deal either fire or light damage. Fire Oils also inflict a fire DoT effect when the Warden's Javelin Skills Crit/devastate. And Light Oils inflict a debuff reducing enemy hit chance on critical hits with Warden Javelin Skills.
Note the potency of oils does not change depending on the level of the oil, only the duration of the oil changes. Also note, that Oils do not effect ranged gambits when in assailment, Oils only effect Javelin Toss, Shield Piercer, Hampering Javelin, Wages of Fear, Ambush and Javelin of Deadly Force.
(Mounted Combat note: Oils do effect ranged attacks when in mounted combat.)
-Shield Spike Use
Lv 20
Shield spikes alter the damage type of attacks in which the Warden uses their shield as a weapon.
Shield Spikes effect the damage portion of the following skills: Shield Bash, Deflection, Safeguard, Boar's Rush
============================================
-=Abilities=-
-Stances:
Stances are skills which refine the Warden's ability towards a particular role. A Warden can only be in one stance at a time and the stances stay actives until they are turned off, or a different stance is activated.
- Recklessness
Lv 10
Cool Down: 4 Secs
An offensive melee stance which while active grants the warden increased in- combat power regeneration, +5% melee damage, -10% attack duration, and decreased block/parry/evade. While in this stance many gambits are re-purposed for melee DPS.
While in this stance I try to do the Unerring Strike in order of increasing potency due to the fact that the Unerring Strike family gets a damage bonus if used in order. While inflicting the enemy with the Surety of Death family Dots between each step. Mixing in Exultation of Battle gambit family, War Cry, and Call to Battle gambits if their are multiple mobs.
Sample Gambit Rotation: Power Attack -> Brink of Victory -> Mighty Blow -> Surety of Death -> Unerring Strike -> Adroit Maneuver -> Warden's Triumph -> Repeat
-Determination
Lv 20
Cool Down: 4 Secs
A defensive tanking stance which while active grants the Warden increased in- combat power regeneration, increased in-combat morale regeneration, increased Critical Defense, increased block/parry/evade rating. While in this stance many gambits are re-purposed towards survivable and threat accumulation.
While in this stance I suggest using Battle Preparation to get Shield Mastery up on yourself, then building Call to Battle for use at the start of the fight. Then once the fight has started I suggest getting your drain over time effects because these are the main contributing gambits towards keeping you alive, and Exultation of Battle generates a lot of threat. Once you get your Drains up I suggest trying to get your Hots up. Once you have your 2 main drain over time effects and 3 hots up it mostly becomes about maintaining these effects. In between these i suggest doing Gambits like Conviction, or Shield mastery if it is beginning to wear off.
Escrima's Tanking Rotation: Using Battle Preparation have Shield Mastery, and Conviction up and running before entering combat.
Call To Battle -> Exultation of Battle -> Restoration -> Fierce Resolve -> Celebration of Skill -> Safe Guard -> Persevere -> Goad -> Conviction -> Repeat, but skip Call to battle after the start of a fight the threat it generates isn't worth mention outside of using it for an initial claim tool.
(use Battle Memory Conviction when the old Conviction starts to wear off)
-Assailment
Lv 30
Cool Down: 4 secs
An offensive ranged stance which while active grants the warden increased in- combat power regeneration, +5% Ranged damage and decreased block/parry/evade. While in this stance many gambits are re-purposed for ranged DPS.
This is the newest stance and play-style added to warden back during the Great River update. Sadly that means it is also the most difficult to recommend spec. Presently it's damage pales in comparison to that of Recklessness. Alot of this stemming from the fact that the Way of the fist Trait set(aka the Assailment spec) was originally the threat trait set. As such the trait set isn't entirely supportive of the spec's new role as a ranged DPS. Heck I presently could almost argue you'd get more DPS out of the Assailment stance equipping primarily traits from the Way of the Fist(Melee spec) trait set. Another reason it's hard to recommend the Assailment stance is the fact that not all the major gambits, such as the Surety of Death Gambit family are not ranged while in this stance. Then, their is the annoying issue of the minimum range imposed on various the gambits while in Assailment. Preventing you from using a majority of gambits if the enemy is in melee range while in this stance. Which makes it very annoying to solo in. Currently the only real times I use it are when it is disadvantageous to melee, farming enemies much lower then myself, fighting an enemy which has the tendency to kite mr, or if for some reason I cannot get into melee.
If you are going to use the Assailment Stance I would suggest using the Boar's Rush gambit family in the order of increasing power. Because like the Unerring Strike Family of gambits Recklessness, Boar's Rush family gets a damage bonus if used in order. In between each gambits. And mixing in gambits from the Call to battle gambit family.
Sample Gambit Rotation: Offensive Strike -> Combination Strike -> Boar's Rush -> Adroit Maneuver -> Warden's Triumph -> Repeat
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-=Stacking=-
Many abilities and gambits will bestow generic HoT(Heal over Time) effects on the Warden, or DoT(Damage over Time) effects on the enemy. Effects which share the same name with other effects will generally not stack. The only exception to this rule that I have found is Tier 0 Damage Over Time which is inflicted by Warden's Taunt, Warden's generic fist gambit builder ability.
Here is a list of effects that will stack with each other but not themselves:
-Tactical Light DoTs
Tier 1 Damage Over Time
Tier 2 Damage Over Time
Tier 3 Damage Over Time
Tier 4 Damage Over Time
-Other Light DoTs
Goad Damage Over Time
Impressive Flourish Damage Over Time
Call to Battle: Lasting Damage
-Physical DoTs (Bleeds)
Minor Bleed
Low Bleed
Medium Bleed
Big Bleed
-Tactical Self HoTs
Tier 1 Heal over Time
Tier 2 Heal over Time
Tier 3 Heal over Time
Tier 4 Heal over Time
-Other HoTs
Conviction
-Drain over Time
Morale Tap
Fierce Resolve
Exultation of Battle
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-=Non-Gambit Builder Melee Attacks=-
-Critical Strike
Lv 10
Cool Down: 30 Secs
Melee Attack which deals a large amount of Physical Damage. Requires the enemy be stunned to be used however.
Can be comboed effectively along with Ambush, and gambits that have a chance to stun like Boar's Rush or The Boot. Otherwise, this skill works well should an ally stun the enemy, or when a Fellowship Maneuver is started.
_______________________________________________________
-=Javelin Skills=-
Ranged attacks which function outside of Warden's gambit mechanic.
-Javelin Toss
Lv 1
Cool Down: 8 Secs
Deals Ranged Physical Damage.
-Improved Javelin Toss
Lv 66
Cool Down: 8 Secs
Replaces Javelin Toss
Deals Ranged Physical Damage, and inflicts Minor Bleed.
-Ambush
Lv 10
Cool Down: 30 Secs
Induction: 5.0 Secs
Cannot be used if already in combat
Deals about 50% more Ranged Physical damage then Javelin toss, stuns, the enemy, and grants the Warden +50% run speed for 5 secs.
If used while under the stealth effects granted by Careful Step the induction is removed. Though seeing as they both have the same induction its usefulness is slightly reduced, though it is still useful if it would other wise be difficult to Ambush from within the normal range of the skill. Also, with certain traits Ambush will be a guaranteed crit if used while under the effect of Careful Step.
A great skill for starting fights, it also combo's greatly with Warden's Critical Strike, and Wages of Fear.
Though I will admit I rarely use it outside of starting a boss fight. Primarily because I'm to lazy to wait for the induction on an otherwise inductionless class, and most Fellowship members tend to be highly impatient during trash pulls.
-Shield Piercer
Lv 20
Cool Down: 45 Secs
Deals Ranged Physical Damage, and inflicts a Block Rating Debuff for 21 secs.
-Hampering Javelin
Lv 28
Cool Down: 45 Secs.
Deals Ranged Physical Damage, and inflicts a Run Speed Debuff for 20 secs.
The Run Speed Debuff is useful if soloing while in the Assailment stance because it allows you to more effectively kite the enemy. Sadly though, without the proper legacies and traits, it is stopped from being a permanent solution to the minimum range penalty on Ranged Gambits. Due to the fact the Run Speed Debuff cannot be maintained permanently.
-Improved Hampering Javelin
Lv 77
Cool Down: 45 Secs.
Replaces Hampering Javelin
Deals Ranged Physical Damage, inflicts a Root for 2 seconds, and applies a Run Speed Debuff for 20 secs.
The Root and Run Speed Debuffs are useful if soloing while in the Assailment stance because it allows you to more effectively kite the enemy. Sadly though, without the proper legacies and traits, it is stopped from being a permanent solution to the minimum range penalty on Ranged Gambits. Due to the fact the Run Speed Debuff cannot be maintained permanently.
-Wages of Fear
Lv 38
Cool Down: 45 Secs.
Deals Ranged Physical Damage, with an additional burst of damage if used against the enemies back side.
This skill should generally only be used if you have a shot at the enemies back side due to the damage bonus it gets. This skill is very useful no matter if your DPS or Tanking.
If DPSing in a group you should use this skill whenever it comes up off cool down for a burst of damage.
If Tanking in a group you should use this skill if a group member pulls a mob off you in order to quickly try and get the enemy's attention back on you.
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-=Emergency Ability=-
-Never Surrender
Lv: 50
Cool Down: 15 Mins
Grants the Warden a buff for 5 minutes will heal them for 50% of their total morale and power should they go below 10% morale.
The buff will wear off automatically once it heals the Warden, though it does prevent the warden from being killable while it is in effect. Meaning that, for example: if you were 15% health and the enemy hit you for more then your morale. This effect will not only stop you from being killed but will heal you as though you were at 1 morale when it activated.
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-=Utility Abilities=-
These are abilities that make the life of a Warden easier.
-Quick Recovery
Lv 24
Cool Down: 3 Secs
Removes the last gambit part added to the Warden's Gambit Panel.
-Recovery
Lv 20
Cool Down: 3 Secs.
Clears the Warden's Gambit Panel of all Gambit parts.
-Battle Preparation
Lv 24
Cool Down: None
Can only be used outside of combat.
Lets the Warden prepare Gambit's while outside of combat for 15 seconds.
While this effect is active the Wardens 1 part gambit builders do not deal damage or require targets, and the two part gambit builders have no cool down. This effect wears off automatically should the warden execute a Gambit.
This skill is very good for preparing gambits like Shield Mastery, and Call to Battle before the start of combat.
-Careful Step
Lv 14
Cool Down: 3 Mins
Induction: 5 Secs
Can only be used outside of combat.
Grants the Warden Stealth for 20 seconds, during which time the Warden's movement speed is reduced reduced 50%, and the induction time on Ambush is removed.
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-=Gambit Builders=-
These are the skills that Warden's use to build their gambits. Each gambit builder adding 1 to 2 Gambit parts, and are used to make gambits ranging from 1-5 parts in length. These parts coming in 3 colors or types. The types including Spear/Javelin(Red), Shield(Green) and Fist(Yellow).
-=1 Part Gambit Builders=-
-Quick Stab/Thrust/Toss
Lv 1
Cool Down: 1 Sec
Adds 1 Spear/Javelin(Red) Gambit part to the Wardens Gambit Panel.
Deals melee(or ranged if in Assailment) Physical Damage, and applies a stacking self buff. The effect of which differs depending on your stance.
Recklessness Effects:
Grants +2% Melee Damage (Stacks up to 3 Times). Duration 20 secs.
5% Chance to gain buff: +5% Light DoT Damage. Duration 15 secs.
Determination Effects:
Grants +2% Partial Block/Parry/Evade Chance (Stacks up to 3 times). Duration 20 secs.
5% Chance to gain buff: +5% Incoming Healing Modifier. Duration 15 secs.
Assailment Effects:
Grants +1.5% Ranged Damages (stacks up to 3 times). Duration 20 Secs.
5% chance to inflict a minor Bleed(Tier 0 Bleed) on target.
-Shield Blast, Shield Bash, Behind the Shield
Lv 1
Cool Down: 1 Sec
Adds 1 Shield(Green) Gambit part to the Wardens Gambit Panel.
Deals melee(or ranged if in Assailment) Physical Damage, and applies a stacking self buff. The effect of which differs depending on your stance.
Recklessness Effects:
Grants +2% Melee Damage (Stacks up to 3 Times). Duration 20.0 secs.
5% Chance to gain buff: +2% Damage to Morale Drains. Duration 15.0 secs.
Determination Effects:
Grants +2% Partial Block/Parry/Evade Chance (Stacks up to 3 times). Duration 20 secs.
5% Chance to gain buff: +X Block Rating. Duration 15 secs.
Assailment Effects:
Grants +1.5% Ranged Damages (stacks up to 3 times). Duration 20 Secs.
5% chance to gain buff: -5% threat for damaging and healing effects. Duration 15 secs.
-Warden's Scorn/Taunt/Aim
Lv 1
Cool Down: 1 Sec
Adds 1 Fist(Yellow) Gambit part to the Wardens Gambit Panel.
Inflicts the target with a minor Light Damage dot(Tier 0 Light DoT), and applies a stacking self buff. The effect of which differs depending on your stance.
Recklessness Effects:
Grants +2% Melee Damage (Stacks up to 3 Times). Duration 20 secs.
5% Chance to gain buff: +5% critical magnitude for fist gambits. Duration 15 secs.
Determination Effects:
Grants +2% Partial Block/Parry/Evade Chance (Stacks up to 3 times). Duration 20 secs.
5% chance to gain buff: +5% threat for damaging and healing effects. Duration 15 secs.
Assailment Effects:
Grants +1.5% Ranged Damages (stacks up to 3 times). Duration 20 Secs.
5% chance to gain buff: +5% critical chance for ranged attacks. Duration 15 secs.
=========================================================.
-=2 Part Gambit Builders=-
___________________________________________________________
-Spear Mastery Builders
These are gambit builders that add two gambit parts to your to your gambit panel. That start with Spear.
Requirement:
2 Way of The Spear Traits
or
4 Way of the Fist Traits
or
5 Way of the Shield Traits
-Spear and Spear (or Javelin and Javelin)
Lv 20
Cool Down: 15 secs
Quickly adds two Spear/Javelin(Red) Gambit Parts to the Warden's Gambit Panel.
As only Deft Strike uses two Spear/Javelin gambit parts in a row this builder will pretty much be used exclusively for building Deft Strike.
-Spear and Shield (or Javelin and Shield)
Lv 20
Cool Down: 15 secs
Quickly adds a Spear/Javelin(Red) and Shield(green), in that order, to the Warden's Gambit Panel.
-Spear and Fist (or Javelin and Fist)
Lv 20
Cool Down: 15 secs
Quickly adds a Spear/Javelin(Red) and Fist(Yellow), in that order, to the Warden's Gambit Panel.
_____________________________________________________________
-Shield Mastery Builders
These are gambit builders that add two gambit parts to your to your gambit panel. That start with Shield.
Requirement:
2 Way of The Shield Traits
or
5 Way of the Fist Traits
or
5 Way of the Spear Traits
-Shield and Shield
Lv 20
Cool Down: 15 secs
Quickly adds two Shield(Green) Gambit Parts to the Warden's Gambit Panel.
As only Defensive Strike uses two Shield gambit parts in a row this builder will pretty much be used exclusively for building Defensive Strike.
-Shield and Spear (or Shield and Javelin)
Lv 20
Cool Down: 15 secs
Quickly adds a Shield(green) and Spear/Javelin(Red), in that order, to the Warden's Gambit Panel.
-Shield and Fist
Lv 20
Cool Down: 15 secs
Quickly adds a Shield(green) and Fist(Yellow), in that order, to the Warden's Gambit Panel.
__________________________________________________________
-Fist Mastery Builders
These are gambit builders that add two gambit parts to your to your gambit panel. That start with Fist.
Requirement:
2 Way of The Fist Traits
or
4 Way of the Spear Traits
or
5 Way of the Shield Traits
-Fist and Fist
Lv 20
Cool Down: 15 secs
Quickly adds two Fist(Yellow) Gambit Parts to the Warden's Gambit Panel.
As only Goad uses two Fist gambit parts in a row this builder will pretty much be used exclusively for building Goad.
-Fist and Spear (or Fist and Javelin)
Lv 20
Cool Down: 15 secs
Quickly adds a Fist (Yellow) and Spear/Javelin(Red), in that order, to the Warden's Gambit Panel.
-Fist and Shield
Lv 20
Cool Down: 15 secs
Quickly adds a Fist(Yellow) and Shield(green), in that order, to the Warden's Gambit Panel.
____________________________________________________________
Gambit Executing Abilities:
Gambit Default
Level 1
Cool Down: 1 sec
This is the ability you will hit to execute the gambits you build. In it's default form it is it simply a weak physical attack. Though as you build your gambit the description, name and icon update to match the gambit you have built. Once this ability is used all gambit parts are removed from the Gambit Panel, and the gambit is executed.
Battle Memory
Level 40
Cool Down: 1 sec
If you should execute a gambit other then Goad, Defensive Strike or Deft Strike while under the effect of potency then the gambit is stored into your "Battle Memory." Allowing you to instantly execute that gambit again by using this ability. However, once Battle Memory is used the stored gambit is forgotten.
Battle memory can only be cleared by using Battle Memory to remove the stored gambit, or by being out of combat for 9 seconds.
Also note that Battle Memory costs morale to use. If the gambit was 2 parts long it will cost 4% of your max morale, 3 parts long 6%, 4 parts long 8% and if the gambit was 5 parts long 10% it will cost of your max morale.
=======================================================
-=Gambits=-
Gambits are powerful attacks the warden gains access to by using their Gambit builder attacks and abilities in specific combinations. Gambits generally fall into 1 of 11 families of gambits with each later member usually acting as an improved version of the previous member.
Key:
R = Spear/Javelin
G= Shield
Y= Fist
-Potency Family
These are gambits which depending on how the warden has invested their class traits have a chance to grant the Warden the buff Potency upon execution.
3 of Traits from any one Spec: 50% chance to gain Potency.
4 of Traits from any one Spec: 100% chance to gain Potency.
Deft Strike
LV: 1
Gambit: RR
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack
Determination: Melee, Physical Attack
Assailment: Ranged, Physical Attack
Defensive Strike
LV: 2
Gambit: GG
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Grants a Physical Mastery buff, duration 10 secs.
Determination: Melee, Physical Attack. Grants a Block Rating buff, duration 20 secs.
Assailment: Melee, Physical Attack. Reduced Threat.
Goad
Max Targets: 3
LV: 4
Gambit: YY
Scaling Stat: Tactical Mastery
Recklessness: Melee, Inflicts Goad Damage over Time.
Determination: Melee, Inflicts Goad Damage over Time. Increased Threat
Assailment: Melee, Inflicts Goad Damage over Time. Reduced Threat.
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-=Spear/Javelin Gambits=-
Spear/Javelin gambits generally focus around dealing physical damage.
-Family-less:
These Spear gambits don't fit into any of the other Spear Gambit families.
Reversal
LV: 52
Gambit: RYG
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Removes one Corruption from the Target.
Determination: Melee, Physical Attack. Removes one Corruption from the Target.
Assailment: Ranged, Physical Attack. Removes one Corruption from the Target.
The Dark Before the Dawn
This is Gambit is warden's primary source of power efficiency outside of In-Combat Power Regen.
LV: 64
Gambit: RGRYR
Scaling Stat: Physical Mastery, Max Power
Recklessness: Melee, 2 hit Physical Attack. Heals 2% of the Warden's Power every 2 secs for 16 secs.
Determination: Melee, 2 hit Physical Attack. Heals 2% of the Warden's Power every 2 secs for 16 secs.
Assailment: Ranged, Physical Attack. Heals 2% of the Warden's Power every 2 secs for 16 secs.
-Wall of Steel Family:
The Wall of Steel Family serves as any Warden's go to interrupt gambits. The later multi-hit gambits in this family are also capable of dealing good damage but rely on high finesse to insure all the hits connect.
The Boot
LV: 3
Gambit: RG
Scaling Stat: Physical Mastery (and Tactical Mastery in Recklessness.)
Recklessness: Melee, Physical Attack. Interrupts. Inflicts Tier 1 Damage Over Time.
Determination: Melee, Physical Attack. Interrupts. 25% chance for 5 sec Daze.
Assailment: Ranged, Physical Attack. Interrupts. 25% chance for 5 sec Root.
Onslaught
LV: 32
Gambit: RGR
Scaling Stat: Physical Mastery
Recklessness: Melee, 3 hit Physical Attack. Interrupts.
Determination: Melee, 3 hit Physical Attack. Interrupts.
Assailment: Ranged, Physical Attack. Interrupts.
Wall of Steel
LV: 36
Gambit: RGRG
Scaling Stat: Physical Mastery
Recklessness: Melee, 3 hit Physical Attack. Interrupts. Grants the Warden a Damage Reflect Buff for 30 secs
Determination: Melee, 3 hit Physical Attack. Interrupts. Parry Buff for 30 secs.
Assailment: Ranged, Physical Attack. Interrupts. Grants the Warden a Damage Reflect Buff for 30 secs.
-Boar's Rush Family:
These gambits do large burst damage, and serve as a Warden's primary source of damage when in the Assailment Stance.
Offensive Strike
When in Assailment this skill causes the Warden's next Combination Strike to deal additional Damage.
LV: 10
Gambit: RY
Scaling Stat: Physical Mastery (and Tactical Mastery in Recklessness)
Recklessness: Melee, 2 hit Physical Attack. Inflicts Morale-Tap.
Determination: Melee, 2 hit Physical Attack. Increased Threat.
Assailment: Ranged, Physical Attack. Inflicts Offensive Strike.
Combination Strike
When in Assailment this skill causes the Warden's next Boar's Rush to deal additional Damage.
LV: 28
Gambit: RYR
Scaling Stat: Physical Mastery
Recklessness: Melee, 2 hit Physical Attack.
Determination: Melee, 2 hit Physical Attack.
Assailment: Ranged, Physical Attack. Inflicts Combination Strike. Inflicts Medium Bleed.
Boar's Rush
This Gambit has an increased chance to critically hit.
LV: 44
Gambit: RYRY
Scaling Stat: Physical Mastery
Recklessness: Melee, 2 hit Physical Attack.
Determination: Melee, 2 hit Physical Attack.
Assailment: Ranged, Physical Attack. Inflicts Big Bleed. Inflicts 5s Daze on critical or devastating hit.
-Unerring Strike Family:
These gambits do large amounts of damage, Less burst damage then the Boar's Rush Family but inflict potent Bleeds and are a Warden's primary source of damage when in the Recklessness Stance
Power Attack
When in Recklessness this skill causes the Warden's next Mighty Blow to deal additional Damage.
Decreased chance to be Blocked
LV: 18
Gambit: RGY
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Inflicts Low Bleed.
Determination: Melee, Physical Attack.
Assailment: Ranged, Physical Attack
Mighty Blow
When in Recklessness this skill causes the Warden's next Unerring Strike to deal additional Damage.
Decreased chance to be Parried and Evaded
LV: 38
Gambit: RGYR
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Inflicts Medium Bleed.
Determination: Melee, Physical Attack.
Assailment: Ranged, Physical Attack
Unerring Strike
Decreased chance to be Blocked, Parried and Evaded
LV: 50
Gambit: RGYRG
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Inflicts Big Bleed.
Determination: Melee, Physical Attack. Inflicts Big Bleed.
Assailment: Ranged, Physical Attack. Inflicts Big Bleed.
-Warden's Triumph Family:
These are gambits which while they do not do much damage themselves do increase the Warden's Damage.
Adroit Maneuver
LV: 58
Gambit: RYGR
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Grants the Warden an Attack Speed buff for 20 secs.
Determination: Melee, Physical Attack. Grants the Warden an Attack Speed buff for 20 secs.
Assailment: Ranged, Physical Attack. Grants the Warden an Attack Speed buff for 20 secs.
Warden's Triumph
LV: 70
Gambit: RYGRY
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Grants the Warden a Melee Damage buff for 20 secs.
Determination: Melee, Physical Attack. Grants the Warden a Melee Damage buff for 20 secs.
Assailment: Ranged, Physical Attack. Grants the Warden a Ranged Damage buff for 20 secs.
________________________________________________________
-=Shield Gambits=-
Shield Gambits generally focus around increasing the warden's durability.
-Family-less:
Impressive Flourish
LV: 9
Gambit: GY
Scaling Stat: Tactical Mastery
Recklessness: Melee. Inflicts Impressive Flourish Damage over Time. Inflicts Tier 1 Damage over Time.
Determination: Melee. Inflicts Impressive Flourish Damage over Time. Grants the Warden Tier 1 Heal Over Time, Critical Defense, Physical Mitigation, Tactical Mitigation.
Assailment: Melee. Inflicts Impressive Flourish Damage over Time, also drains morale.
Deflection
LV: 50
Gambit: GYR
Scaling Stat: Physical Mastery
Recklessness: Melee, Physical Attack. Lowers the Warden's Threat.
Determination: Melee, Physical Attack. Lowers the Warden's Threat.
Assailment: Melee, Physical Attack. Lowers the Warden's Threat.
Shield Tactics
LV: 68
Gambit: GYRG
Grants the Warden the Warden immunity to Stun, Daze, and Knockdown for 10 secs, cool down 30s.
Grants the Warden a Tactical Mitigation buff for 1 minute.
-Restoration Family:
This family of gambits is primarily used when tanking in the Determination stance. Providing a multitude of potent self healing HoTs.
Persevere
LV: 6
Gambit: GR
Scaling Stats: Physical Mastery for damage/bleeds, Tactical Mastery for HoTs
Recklessness: Melee Physical Attack. Inflicts Low bleed.
Determination: Melee Physical Attack. Increased Threat. Grants the Warden Tier 1 Heal over Time. Grants the Warden a Block Rating/Partial Block Chance Buff.
Assailment: Ranged Physical Attack. Decreased Threat. Grants the Warden +1% Ranged Damage for 10 secs.
Safe Guard
LV: 24
Gambit: GRG
Scaling Stats: Physical Mastery for damage/bleeds, Tactical Mastery for HoTs
Recklessness: Melee Physical Attack. Inflicts Medium bleed.
Determination: Melee Physical Attack. Increased Threat. Grants the Warden Tier 2 Heal over Time. Grants the Warden a Block Rating/Partial Block Chance Buff.
Assailment: Ranged Physical Attack. Decreased Threat. Grants the Warden +2% Ranged Damage for 10 secs.
Celebration of Skill
LV: 40
Gambit: GRGR
Scaling Stats: Physical Mastery for damage/bleeds, Tactical Mastery for HoTs
Recklessness: Melee Physical Attack. Inflicts Big bleed.
Determination: Melee Physical Attack. Increased Threat. Grants the Warden Tier 3 Heal over Time. Grants the Warden a Block Rating/Partial Block Chance Buff.
Assailment: Ranged Physical Attack. Decreased Threat. Grants the Warden +4% Ranged Damage for 10 secs.
Restoration
LV: 74
Gambit: GRGRG
Scaling Stats: Physical Mastery for damage/bleeds, Tactical Mastery for HoTs
Recklessness: Melee Physical Attack. Grants the Warden Tier 4 Heal over Time.
Determination: Melee Physical Attack. Increased Threat. Grants the Warden Tier 4 Heal over Time.
Assailment: Ranged Physical Attack. Decreased Threat. Grants the Warden Tier 2 Heal over Time.
-Conviction Family:
When tanking in Determination the Conviction Gambit family is one of the Warden's best family of Gambits to help in trying to keep threat. The Conviction Family being unique in that when in Determination they transfer threat from each fellowship member to the Warden.
Maddening Strike
LV: 16
Gambit: GYG
Scaling Stats: Physical Mastery (and tactical mastery in Recklessness)
Recklessness: Melee Physical Attack. Inflicts Tier 1 Damage over Time
Determination: Melee Physical Attack. Grants the Warden a Physical, Tactical and Critical Mitigation buff for 10 sec. Transfers a slight amount of threat from fellowship members to the Warden.
Assailment: Melee Physical Attack. Drains some morale.
Dance of War
LV: 42
Gambit: GYGY
Recklessness: Grants the Warden an Evasion buff for 20 Sec.
Determination: Grants the Warden an Evasion buff for 20 Sec. Grants the Warden a Physical, Tactical and Critical Mitigation buff for 10 sec. Transfers a moderate amount of threat from fellowship members to the Warden.
Assailment: Grants the Warden an Evasion and Threat Reduction buff for 20 Sec.
Conviction
This is probably one of the best Gambits. It heals not only the Warden but everyone in the Fellowship. This not only allows the Warden to support heal to some extent, but also helps greatly when tanking. Primarily because if a healer or back row fellowship member pulls a monster the Warden hasn't hit themselves the HoT tics will put the Warden onto the monster's threat list. Well, and threat from AoE healing is pretty nice.
LV: 54
Gambit: GYGYG
Scaling Stats: Tactical Mastery
Recklessness: Grants the Warden and all fellowship members the Conviction Heal over Time effect.
Increases the Physical Mastery of all nearby fellowship members. (Doesn't effect the Warden)
Determination: Grants the Warden and all fellowship members the Conviction Heal over Time effect. Transfers a moderate amount of threat from fellowship members to the Warden. (I'm almost certain it transfers threat to the Warden every Tic of Conviction.)
Assailment: Grants the Warden and all fellowship members the Conviction Heal over Time effect. Reduces the threat generated by all nearby fellowship members. (Doesn't effect the Warden)
-Shield Mastery Family:
These Gambits are primarily used to increase the Warden's Block/Parry/Evade when tanking. Note Shield Mastery and Shield Up do not stack. Shield Mastery taking priority over Shield Up.
I personally use Shield Mastery before entering into tough fights to give me a bit more of a defensive edge while I build up all my HoT and Drains.
Shield Up
LV: 20
Gambit: GRY
Recklessness: Grants the Warden a Damage reflection buff for 20 secs. Boosts the potency of the Shield Mastery.
Determination: Grants the Warden a Block/Parry/Evade buff for 20 secs.
Assailment: Reduces the threat generated by the Warden and all nearby fellowship members.
Shield Mastery
LV: 34
Gambit: GRYG
Recklessness: Grants the Warden a Damage reflection buff for 20 secs.
Determination: Grants the Warden a Block/Parry/Evade buff for 20 secs.
Assailment: Reduces the threat generated, and increases the Evasion of the Warden and all nearby fellowship members.
_____________________________________________________
-=Fist Gambits=-
Fist Gambits generally focus around dealing light damage over time.
-Family-less:
War-Cry
Max Targets: 10
LV: 13
Gambit: YG
Scaling Stats: Tactical Mastery
Recklessness: Mid Range. Inflicts Tier 1 Damage over Time on all targets. Drains morale on Critical and Devastating tics.
Determination: Mid Range. Increased Threat Inflicts Tier 1 Damage over Time to all targets. Grants the Warden Tier 1 Heal over Time and an Evasion Buff.
Assailment: Mid Range. Inflicts Tier 1 Damage over Time on all targets. Grants nearby fellowship members +1% Tactical Damage for 10 Secs. (Doesn't effect the Warden)
Aggression
LV: 62
Gambit: YGRY
Scaling Stats: Physical Mastery
Recklessness: Melee. Physical Attack. Drains Morale on Critical or Devastating hits.
Determination: Melee. Physical Attack. Transfers a moderate amount of threat from fellowship members to the Warden.
Assailment: Ranged. Physical Attack. Grants nearby fellowship members +3% Tactical Damage for 10 secs. (Doesn't effect the Warden.)
-Call to Battle Family:
This is the only family of Gambits within the Warden's arsenal that grant the Warden flat threat when in determination. They are also great for AoE DPS when in Recklessness and Assailment.
Resounding Challenge
Max Targets: 6
LV: 80
Gambit: YGYR
Scaling Stats: (Tactical Mastery but only in Recklessness and Assailment.)
Recklessness. Ranged. Tactical Attack.
Determination: Ranged. Flat Threat Bonus.
Assailment: Ranged. Tactical Attack.
Call to Battle
Note that the DoT is much more potent in Recklessness then it is in Assailment.
Max Targets: 6
LV: 83
Gambit: YGYRY
Scaling Stats: (Tactical Mastery but only in Recklessness and Assailment.)
Recklessness. Ranged. Inflicts Call to Battle: Lasting Damage on all targets.
Determination: Ranged. Generates flat threat over time.
Assailment: Ranged. Tactical Attack.. Inflicts Call to Battle: Lasting Damage on all targets.
-Exultation of Battle Family:
These are your primary Morale draining Gambits. They are great tools for dealing damage, generating threat, and increasing your survivability. Being AoE means that the amount of healing you get from these increases the more enemies you're fighting. They will likely be used no matter what you choose to do in a group.
Fierce Resolve
Max Targets: 10
LV: 26
Gambit: YRG
Scaling Stats: Tactical Mastery
Recklessness: Mid Range. Inflicts the Morale Drain over Time, Fierce Resolve on all targets.
Determination: Mid Range. Inflicts the Morale Drain over Time, Fierce Resolve on all targets.
Assailment: Ranged. Inflicts the Morale Drain over Time, Fierce Resolve on all targets.
Resolution
This Gambit does not inflict a Drain over Time, it is instead a burst AoE drain. Which makes it work great with Potency, because you will almost always gain back more health then you used up.
Max Targets: 10
LV: 72
Gambit: YRGY
Scaling Stats: Tactical Mastery
Recklessness: Mid Range. Tactical Morale Drain
Determination: Mid Range. Tactical Morale Drain
Assailment: Ranged. Tactical Morale Drain.
Exultation of Battle
Max Targets: 10
LV: 60
Gambit: YRGYG
Scaling Stats: Tactical Mastery
Recklessness: Mid Range. Inflicts the Morale Drain over Time, Exultation of Battle on all targets.
Determination: Mid Range. Increased Threat. Inflicts the Morale Drain over Time, Exultation of Battle on all targets.
Assailment: Ranged. Inflicts the Morale Drain over Time, Exultation of Battle on all targets.
-Surety of Death Family:
Primarily used to inflict potent light dots on enemies. Though, if used in Determination stance they have very high threat modifiers.
Brink of Victory
LV: 22
Gambit: YGY
Scaling Stats: Tactical Mastery
Recklessness: Melee. Inflicts Tier 2 Damage over Time. Drains Morale on Critical and Devastating Tics.
Determination: Melee. Increased Threat. Inflicts Tier 2 Damage over Time. Grants the Warden an Evasion buff for 10 secs.
Assailment. Melee. Inflicts Tier 2 Damage over Time. Grants nearby fellowship members +1% Tactical Damage for 10 Secs. (Doesn't effect the Warden)
Surety of Death
LV: 48
Gambit: YGYG
Scaling Stats: Physical Mastery and Tactical Mastery
Recklessness: Melee. Physical Attack. Inflicts Tier 3 Damage over Time. Drains Morale on Critical and Devastating Tics.
Determination: Melee. Physical Attack. Increased Threat. Inflicts Tier 3 Damage over Time. Grants the Warden an Evasion buff for 10 secs.
Assailment. Melee. Physical Attack. Inflicts Tier 3 Damage over Time. Grants nearby fellowship members +2% Tactical Damage for 10 Secs. (Doesn't effect the Warden)
Desolation
While this Gambit does inflict the highest tier of the generic Light DoTs the fact that it has a chance to fear every 4 secs makes it less desirable. Fear being undesirable usually because it messes up enemy grouping. Though if the enemy, or enemies, are immune to Fear, then this is great.
Max Targets: 3
LV: 56
Gambit: YGYGY
Scaling Stats: Tactical Mastery
Recklessness: Mid Range. Inflicts Tier 4 Damage over Time. 25% chance for 2 sec fear every 4 secs for 24 seconds.
Determination: Mid Range. Inflicts Tier 4 Damage over Time. 25% chance for 2 sec fear every 4 secs for 24 seconds.
Assailment. Mid Range. Inflicts Tier 4 Damage over Time. 25% chance for 2 sec fear every 4 secs for 24 seconds.
-Spear of Virtue Family:
This is a unique family of DPS oriented gambits. Unique in that they tend to deal both a physical and tactical burst damage.
Precise Blow
LV: 12
Gambit: YR
Scaling Stats: Physical Mastery (and Tactical Mastery in Recklessness)
Recklessness: Melee. Physical Attack. Inflicts Tier 1 Damage over Time on critical hits.
Determination: Melee. Physical Attack. Increased Threat. Grants the Warden additional threat over time.
Assailment: Ranged. Physical Attack. Grants nearby fellowship members +1% Ranged Damage for 10 Secs. (Doesn't effect the Warden)
Precise Blow
LV: 30
Gambit: YRY
Scaling Stats: Physical Mastery and Tactical Mastery
Recklessness: Melee. Physical Attack. Tactical Attack. Inflicts Tier 2 Damage over Time on critical hits.
Determination: Melee. Physical Attack. Tactical Attack. Increased Threat.
Assailment: Ranged. Physical Attack. Tactical Attack. Grants nearby fellowship members +2% Ranged Damage for 10 Secs. (Doesn't effect the Warden)
Spear of Virtue
LV: 46
Gambit: YRYR
Scaling Stats: Physical Mastery and Tactical Mastery
Recklessness: Melee. Physical Attack. Tactical Attack. Inflicts Tier 3 Damage over Time on critical hits.
Determination: Melee. Physical Attack. Tactical Attack. Increased Threat.
Assailment: Ranged. Physical Attack. Tactical Attack. Grants nearby fellowship members +4% Ranged Damage for 10 Secs. (Doesn't effect the Warden)