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[Hero Class] Warden
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Post by
Claggi
The Warden strives for Law! Above all else, the pursuit of law gives them passion to hunt, to kill, to capture! The Warden lives for the hunt of the target, pursuing justice or vengeance in the name of the law. Justice and Vengeance, quite literally fuel them!
The Warden plays a very interesting game of bar building.
Its bar is two hundred fifty big, but starts empty and features not one, but two sources of power: vengeance and justice. Between the two, you can fill up to 250 with any mixture.
The way to fill it up is to simply enter combat. You can set yourself to either: Seek Justice or Seek Revenge modes, whereupon the bar will begin to fill at a rate of 4 points per half second. Sounds swell and good, but you have a 5 second cooldown between Seeks. Seeks don’t lock any skills out the way warrior stances do, nor do they affect your stats in any way, they simply change which bar generates. Alternatively, you can seek Repetence, which fills both bars at a rate of 2 per .5.
Some skills generate skill points based on which Seek is activated.
Vengeance seeking is burst DPS poison spells and melee skill. This skill lets you create avatars of Revenge, a simple pet that acts like a small jolt of added DPS needles.
Justice skills tend towards, oddly enough, light and shadow damage, but also have some restoratives. You can create an Avatar of Judgement pet, similar to Vengeance, but this one has durability and less DPS, almost a tank for you.
The Warden itself uses a mix of poisonous shadows, darting knives, and great focus to kill their targets. Strangely, they can use healing, for a good jailor must keep their quarries alive if they wish to capture them. They cannot tank, or dual wield, for that matter. Wardens need offhand items if it goes for 1h weaponry.
Weapons:
1h/2h Mace, 1h/2h Sword, Bow, Crossbow, Thrown, Dagger, Staff, Spear
Armor:
Cloth, Leather, Mail (at 90)
The Warden has three paths to victory:
Subtlety, Shadow Magic, and Jurisdiction
As strange as it is, main Warden leader, Maiev Shadowsong is joined by one of darker recourse to train a somewhat variant path: Rokhan adds some Shadows to the hunt.
For the most part, Warden spells are either Nature, Shadow or Holy. Heals tend towards shadow element, (but some are Judgement tree) and skills based on justice follow a lighter path, if not a maligned crusade. Nature is sometimes the path of poisons, but skills like Shadow Strike have shadow venom.
The warden is a poison debuffing Dot class, sounding almost akin to a warlock, but with less focus on magic and more on poison… there’s also that healing aspect and the fact that the pets are mostly one dimensional damage/meat shields.
Holy spells are somewhat rare, with nature and shadow being more common. Granted, the Warden isn’t a package of spells, they have decent ranged assaults to weaken their targets for the kill or capture.
The
Subtlety
tree is not quite a stealth tree, more like a tree of surprise moves and emergency tactics. In this case, it is your melee tree where surprise and attack skills strike. This is the more balanced bar tree that utilizes both to a degree. That is because skills that utilize vengeance entice a feel of justice on the Warden and vice versa… though only about 40% of it before talenting.
In any case, there are also survival tactics in this tree such as blinking and illusion techniques ideal for an ambush.
The
Shadow Magic
Tree utilizes a darker side brung about by Trolls like Rokhan, and that is the ways of the Shadow Hunter, hunting in the shadows, in times like this, also seeking to utilize a more subtle way. Strangely, Shadow Magic features shadow healing, making this tree 350% different from the Priest’s variation that frowns on healing. In fact, this might be your healing/magic damage spec, and not all of your spells strike with shadow. Skills like Shadow Bolt infect a target with shadows and hexes can be good debuffs and crowd controls; this tree is clearly support oriented, whether in PvE or PvP, you win in battles by debilitation. This tree utilizes more of both bars at the same time, leading to skills costing less bar, but needing both to build up.
The
Jurisdiction
tree truly takes you on a path for DPS. With Holy and Natural fury, you dish out pain with justice or Revenge, usually in huge chunks, so choose carefully. Oddly enough, Holy elemental skills are often Vengeance oriented and Nature is justice bar, but not always. This tree also features several defensive skills, not enough to allow tanking, but enough to maintain brunt survival.
All in all, the trees don’t spec any which way to direct your choice of bar… perhaps the bar needs more explanation:
When you seek, you generate 4 of one or 2 of both every half second until you hit your maximum of 250. The skills can split either direction, such you can have 213 Justice and 37 Vengeance or 111 Justice and 139 Vengeance. All in all, you won’t struggle to generate even starting from 0. When you use a skill, 40% of he used bar is sent to the other UNLESS the skill uses both bars: in this case it generates nothing, but often is inexpensive. As such, a skill may use 85 Vengeance, but you’ll be given 34 Justice.
Vengeance appears in a bright purple and justice is a strong marigold color, and Vengeance will be the 1 that shows at the leftmost with Justice being pushed by the Vengeance.
Hopefully this class isn’t hard to conceptualize.
The pets are very simple creatures much like when they were when they were the Warden’s ultimate skill back in the day. The Avatar of Vengeance and Justice drain 1 of their respective bar every 2 seconds: Easy creatures to maintain, and useful for micromanaging your bar.
They function relatively the same: to add some DPS and to take some hits, though their best asset in a group is to latch onto an ally, and buff them. An Avatar of Vengeance is more DPS oriented and adds attack to an ally, while justice is more defensively oriented and thus boosts an ally’s defenses.
Granted, the pet is a somewhat scrappable concept, but it encompasses the class more.
I haven’t perfected the skills yet, but they’ll be out soon enough.
Post by
Claggi
Subtlety
Admonish
: This skill lowers an enemy's attack by a strange sense of soothing and will reduce your threat against it. It uses 65 Justice (therefore generating 26 Vengeance.) It lasts for 2 minutes and has a 20 second cooldown. The Debuff can stack 3 times.
Fast Hand
: On your next attack, you will strike twice, though both attacks only have half their critical hit chance. Talents can boost the crit chance or number of swings (or both.) Uses 90 Vengeance and has a 15 second cooldown.
Blink
: Sure mages also have this skill, but Wardens were born to blip about. Blink lets you jump up to 15 yards away to a location you choose. Upon arriving, you'll counterattack the first enemy that strikes you for boosted damage. Has a 10 second cooldown but needs a pricy 120 Vengeance.
Temporal Shift
: You jump into the shadows, becoming invisible temporarily. More used like a Priest's Fade, it acts more like an aggro deminisher. You disappear for a few seconds and reduce your threat. It's a good escape mechanism too. This skill uses 115 Justice and has a 5 minute cooldown.
Shadow Magic
Dark Warmth:
Your basic heal spell, you heal with shadows, using 65 Justice on a 2.5 second casting heal. It has no cooldown, but can generate some threat compared to other heals. It is, compared to other healers, clearly mana efficient!
Hex of Weakness:
Remember that Troll racial Priest spell? Its back! Hex of Weakness is the first to encompass the Shadow Hunter ways into the Warden. You'll find many quests to explain this strange union. Anyway, this skill uses 75 Vengeance and lowers attack and received healing. This curse lasts 5 minutes and instantly casts. It has no cooldown either so cripple away if you can generate enough Vengeance.
Weapon Shadow:
Instant strike that causes weapon damage in the form of shadow spell damage. That means it ignores physical resistance and armor. Weapon shadow uses 105 Justice (oddly enough), and only has a 6 second cooldown.
House Restore:
A very simple group heal with a useful purpose. This one's nature based. If your Shadow spells get silenced, USE THIS! It instant casts and heals your party lightly. Uses 80 Vengeance but has a 30 second cooldown. This skill doesn't activate global cooldown though.
Hex of Snakes:
A snake ward will spawn on top of the target's head and attack it or its allies. This viper uses the TARGET'S stats and will mix all the stats for great power gains. Its damage is Nature based and it strikes every second. The snake can be destroyed by an ally's damage against it, but this WILL hurt the victim to do so. It cannot be decursed because its more like a parasitic totem than a magic effect. This skill uses 30 Justice and Vengeance and has a 20 second cooldown.
Shadow Bolt:
1 Second casting shadow spell that inflicts a shadowy poison. This poison slows the target and can only be removed by poison removal spells. It lasts a good 2 minutes, but the damage isn't strong like other DoTs. Uses 95 Justice and has a 10 second cooldown.
Jurisdiction:
Sanctioned Whirl
: An area attack that unleashes your weapon in a whirl of holy damage. Not that strong, but you can hit up to 6 foes. This skill uses 40 Justice and Vengeance.
Nature's Wrath
: Instant strike Nature Spell that deals a good amount of damage. Beyond that its nothing special. Uses 80 Vengeance and has a 5 second cooldown.
Lawful Venom
: Instant cast spell that inflicts holy poison. The damage is stronger than from Shadow Bolt, and less easy to resist due to holy being uncommonly resisted against. It lasts very short times, and the law blinds a target, lowering its accuracy. This skill uses 65 Justice and Vengeance and has no cooldown. It's rather expensive though.
Incarcerate:
A crowd control skill that places an enemy inside a jailcell. They can move and interact freely as long as they don't move from their cage's holding. It's more useful on warrior foes who lack range. Note that enemies can attempt to break out of jail and success is possible. This skill uses 60 Justice because it is pure law, has a 2 second prep time and cancels if the Warden is struck.
Post by
Claggi
Wardens start at level 75 in a changing Outland, where Illadin is dead, and a new threat looms on the horizon. It is as though the continent itself were reshaping itself. Maiev wants to help purge this area of demons and her wardens heed the call to bring the legion to its knees.
The newest threat is Gul'dan, whom your journey will prove is the new antagonist to the wardens, he has maligned Illadin's body into a hollow puppet and his powers are returned tenfold!
This isn't the focus though: there are Lost ones, Broken, and Fel Orcs that are considered criminals for the jury to handle... or you kill them. Either way, the sense of a legal Judicial system is new and still flimsy.
Post by
Claggi
law decrees more space for reservation
Post by
Claggi
More jail cells...
Post by
Claggi
I shouldn't need more than this!
Post by
366611
This post was from a user who has deleted their account.
Post by
366611
This post was from a user who has deleted their account.
Post by
Claggi
I added a few skills, the Warden is more of a supportive Dpser/Healer with interesting CC skills and some illusionary works.
Note that trees shape out like such:
Subtlety: Illusions and physical DPS
Shadow Magic: Healing, Hexxing and some Shadow DPS
Jurisdiction: Magical Holy and nature damage, barely physical but includes ways to lock down foes.
Post by
Claggi
The reason for a lack of useful offhand items will be explained in due time, though mostly it is for the application of heavier spell oriented items being used offhand.
Post by
Orranis
I love the idea, I've wanted someone to do this for years, but I do have a few problems. First and foremost,
Shadow Hunters
, besides hiding, have almost nothing to do with shadows. They are worshipping Troll Gods. Shadow healing is actually channeling Lukou's power of healing. Second of all, Warden have almost nothing to do with Holy magic and very little to do with Nature magic. When they mean "Shadowy" they are referring to moves such as a subtlety Rouges Shadow Step, less so of what we've seen in. I'd much prefer it to work like Rouges, in which you don't have super powers that directly hurt or hinder but more subtle one that you use strategically. I would replace healing with Tanking, using such spells. Sample spells :
Tanking (Whatever you would call it):
Uncanny Dodge:
You can react to attacks before your sense would normally allow, granting you the ability to dodge attacks from your blind sides.
Overpowering Parry:
You in parry in such a way that your opponent is thrown off balance, increasing the time between their attacks by X% for one attack.
Astral Body:
Your body shifts in and out of the physical plane, increasing opponents chance to miss you by X%. Lasts X seconds.
Cautious Strike: You strike out cautiously, dealing 50% weapon damage but increasing dodge chance by X% for one attack.
And for DPS stuff like Shadow Step Ghost Strike and Killing Spree.
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