Post new topic   Reply to topic    Grenricks Guidance Forum Index -> Wardens
View previous topic :: View next topic  
Mermut
Guild Alliance

user avatar

Joined: 02 Jan 2010
Posts: 498

Send private message
Reply with quote

re: Warden Guide

0

1. General Information on Wardens
Wardens are heal over time healers with a fair amount of group (mostly melee) buffage and a bunch of tricks to keep a tank alive. They perform best while meleeing by proccing wards, heals and damage reduction with melee hits and attacks and where they can stay close enough to their tank and groups to provide AoE and other short range group buffage. Being up close also allows infusion to proc damage on nearby mobs when the warden casts heals and other benificial spells. They are the defensive druid, having more tricks to keep a tank alive then the fury, though they tend to do less damage, especially on forced ranged fights.

2. Why a Warden over other healers
I have an inquisitor, mystic and defiler and the warden is the fastest casting healer of them all. With the fast casting speed and the amount of defensive tools, wardens have the ability to quickly react and recover when things unexpectedly go sideways. They bring strong group buffs and with their myth buff almost never run out of power. While shaman and clerics can beat them on single target healing, with those classes ability to stack their group wards/reactives on the tank, they can't begin to touch the wardens abilty to deal with constant sustained damage on the entire group. The warden's greatest strength will never show up in a parse though.. they have a huge potential to reduce the amount of incoming damage not only on their tank but their entire group.

3. AA choices and why (with screenies)
To check out Jamisa on eq2u to see her full profile and all three builds: Jamisia

Druid
                                         RAID BUILD                                                                                                    TANK SURVIVE
     Druid Tank Survive
STR Line:
10 in Nature Blade: solid damage melee attack, good for slipping in between heals. Also increases attack speed
3 in Wild Ferocity: Because dps is always good  / 2 in Tank Survive build so I have more points to send elsewhere
10 in Natural Boon:  40% chance to cast a group heal on melee hit. Free heals are always good!
1 in Primordial Strike: Another combat art, this one can't be blocked, parried, deflected or riposted

AGI Line:
12 in Calm and Charm Creature: mez and charm, they're in the way and need points in them to get to the good stuff below
10 in Wild Regeneration: Increases the intial tick of Healstorm and Photosynthensis by 30% and makes the healing happen faster. Very good stuff
1 in Tortoise Shell: Arguably the best AoE blocker in the game. 30 sec duration 1.5 min reuse. Also includes 100% block chance, so good even for the tank who generally doesn't benefit from the AoE block

INT Line:
10 in Thornspike: Another melee art. Wardens are short on attacks, so more is good / Fewer in Tank Survive build because I mean be forced range
10 in Stormcaller's Control: Increases the base damage of spells by 10%. Also increases the melee conversions. Good stuff
2 in Stormvision: Increases casting skills. Wardens are primarily melee. These points are in here to get to the endline / More in Tank Survive build, because I may be forced ranged and using spells rather then combat arts
1 in Infusion: Magic hit on mob in range when warden casts a benifical spell (buff or heal). Single target buff/heal = single mob hit, group buff/heal = 6 mobs hit, woot, stealth AoE!. Wardens can heal mobs to death! Good to get off a bit of dps even on heavy healing fights.

SF Line (bottom row):
8 in Natural Instincts: 8% accuracy. Great to make sure those auto-attacks hit for the heal procs and dps. Also nothing better given the above choices and melee nature of wardens
8 in Wild Protection: 2% damage reduction on Photosynthesis and Healstorm. This boost stacks between, so the tank comes away with 4% DR as long as the warden keeps both up. More DR = less healing to do and fewer deaths.
2 in Tunare's Grace: This is a must. Gives the warden another group cure (buffable on heroic page) that includes a substational damage proc with 4 triggers for ever detriment cured. Damage awarded to the 'curee'. Check out Fury of the Storm on your parse if you've got a druid in your group.


Warden
                                            RAID                                                                                                               TANK SURVIVE
Raid Build       Tank Survivability
Top Portion:
Melee conversions: Cast faster then our spells (fit in between heals better) and proc our heals on melee hit plus other warden melee goodness
Warden of the Forest: This an absolute must. It makes a warden as tough or tougher then a chain wearer. Important since we're right in the thick of things with the scouts.
Spores: Increases the trigger chance of our passive HoT... more free heals!
Spirit of the Bat: More agility for scouty goodness.
Death Interventions: We're wardens, we've got two! This makes them both better, because if we need them, we want them to be as good as possible.
Willow Wisp: Adds another hate position drop to our AoE deagg. If I've got aggro in a raid, I'm probably dead.. and nobody likes a dead healer.
Cure Enhances: Make cure curse cast faster.. for those cure curse or wipe senarios and Verdane Whisper for a small HoT on group cure.. more free heals
Tank Survive Cure Differences: For the tank survive build I didn't put points into buffing the point cure, that's not needed for the raid build.
The extras in making the rezzes better are to enable taking three in the expertise line.

Expertise:
Shatter Infections: Third group cure.. 8 sec duration that cures every second, but it's got a 1.5 min reuse
Nature Walk: Because nobody likes to be rooted! Plus slow effects are reduced.
Force of Nature (raid): Increases wardens auto-attack
Reformation (tank survive): Increases the heal on both death prevents by 30% AND adds a 2nd trigger (though it doesn't increase the duration).

SF Line:
Vitality of the Great Bear: Improves sta boost of group buff and adds a permanent 10% block chance boost
Hierophantic Regeneration: Increases the healing of this big heal and reduces the power cost to the point that it regens more power then it costs, making it viable as a small power feed, even to the warden.
Skin Like Wood: Adds a small ward to the warden's smallest single target heal
Animal Instinct (raid): Improves warden's combat arts
Cyclone: 10 sec damage immunity.. one of the warden's big tank aid tools.


Shadows
                                          RAID                                                                                                         TANK SURVIVE
Shadow - Raid     Shadow - Tank Surivability
General: Health and Power
Priest:
Litany of Combat (raid): Incrased dps while in dps stance, not in tank survive build, since it lacks dps stance
Prayer of Healing (tank survive): buffs smallest single target heal
Protective Prayer: Increases the phsyical mitigation of group buff, because physical mit is the hardest to get

Druid:
Elemental Mastery (raid): Improves damage of all elemental spells and combat arts
Hierophant's Protection: More hps for 2 group members
Untamed Winds: Buffs secondary group HoT
Harmony of the Grove: buffs primary single target HoT
Wrath of Nature: High damage encounter spell that can be cast on the run

Warden:
Aura of Health: 5% max health to any single person in raid
Healing Winds: buffs primary group HoT
Blissful Healing (tank survive only): Buffs mid-range single target HoT
Glacial Assault(raid only)/Nature's Aura: dps/heal stances

There's lots of other useful things here, but need to pick and choose to have points for other pages.


Heroic
                                               RAID                                                                                                      TANK SURVIVE
Heroic - Raid     Heoric - Tank Suvivabilty
10 Spirit and Body: health and power are good
10 Expertise: potency is good and harder to get then crit bonus
8 Critical Genius: crit bonus is good
10 Enhance: Tunare's Grace: Increase the cure power so it can take 2 dets off with a single cast, increases the range to 37.5m to cure people normally out of range and gives longer for the damage procs to be used
10 Spirit of Druidism: Non-shared group ward + ability mod + casting speed that procs off warden doing damage. even just auto-attacks. Free wards and buffage!
Howling with the Pack: Heals group based on the damage the warden is doing. I primarly use it for it's ability to break control effects and make me immune to such effects for 20 seconds.
Faith of the Fallen (tank survive only): Full heal + ward = to heal amount. When timed correctly this is huge. Unfortunately it is very hard to time both due to the nature of warden heals (all HoTs) and because other healers and tank being sharp means lots of healing usualy comes in before Faith lands.


Dragon
                                              RAID                                                                                                   TANK SURVIVE
Dragon - Raid     Dragon - Tank Survivability
Raid:
10 Intent Smiting: More dps when in dps stance
10 Litany of Destruction: even more dps when in dps stance
10 Uncontrollable Wrath: decent damage spell that can be cast on the run
Unyielding Retribution: As a warden my heals cast quickly, if the fight isn't super intense, I can alternate CA/Heal/CA/Heal and keep UR up for the entire fight if there's no big pauses for jousts or loss of target. This increases the size of my heals as well as my combat arts and auto-attack. Win all around.

Tank Survive:
10 Dauntless Spirit: more hps means I'm that much sturdier when most of my attention is focused on my tank
10 Concentrated Restoration: This build is all about heal stance and healing... this helps with that
1 Majestic Casting: only to get to Saving Grace below.
10 saving Grace: This, combined with Reformation from the warden page gives both of the wardens death saves THREE triggers and also doubles the benificial effects.


Prestige
                                          RAID                                                                                                    TANK SURVIVE
Prestige - Raid     Prestige - Tank Survivability
Top:
3 Sunwall: 5% mitigation boost of worn armor to both Photosynthesis and Healstorm. Stacks between the two, so gives the tank a 10% mit boost, if maintained.
3 Brainstorm: As long as the warden is casting spells or using combat arts (does NOT proc off auto-attacks), this maintains 3% damage reduction on the group. This stacks between healers.
1 Luck of the Wild (Raid only): Increases trigger chance of spells by 12% of their base (not a flat 12%). I'd love to put more points in here, but there simply aren't enough points to go around.

So, just from the warden alone, group members can have 5% mit boost, 5% DR and the tank can have 10% mit boost and 7% DR. That's alot of damage that is simply shrugged off...

Center:
1 raid/3 tank survive Winds of Growth: Applies a HoT to the two most damaged members within 50m. Decent heal, but no control of targets. Biggest pluses: It can be cast on the run and it casts faster then any other warden heal.
Pack's Instinct: Makes Instinct group-wide. Dps proc, accuracy buff, melee skills buff and dps boost.. for EVERYBODY!!

Raid (right tree):
Blinding Sands: Adds a chance for AoE blocker and group stacking crit bonus boost to sandstorm. I've seen this proc in excess of 60 crit chance on the group when my tank is being swung at by a horde of mobs.
Sandstorm Mastery: When Sandstorm is up, all of the wardens combat arts have a chance to reset every time anybody in the group takes damage or is swung at.
Haste Mastery: Haste to Crit Bonus conversion... extra haste gives flurry AND crit bonus with this... win!
3 Windblade: Awesome multipurpose group buff. Base give group a chance for damage proc every spell or combat hit
3 Double Blades: adds a second equal hit to the damage proc of Windblade. Double the goodness.
2 Restoring Breeze: adds a trigger off spell or combat hit that heals the group member
3 Constant Winds: adds a 2.1 crit bonus boost off spell or combat hit that stacks to 21

Tank Survive (left tree):
Phytocromatic Restoration: The ticks of Photosynthesis hit not just the target, but the two nearest allies. Free heals!
Phytochromatic Alacrity: Photosynthese (primary pt HoT) and Slyvan Touch (emergency pt heal) have a chance to reset Heirophantic Gensis.
Potent Restorer: Potency gives more potency. What's not to like?
3 Clearwater Current: 2% damage reduction (bring it up to 9% on the tank) plus a HoT that gets multiplicatively bigger up to 9x for the final tick.
3 Raging Current: Lowers the duration on Clearwater Current so the healing happens faster (and the ward from below applies sooner).
3 Constant Currents: If Clearwater Current expires, a ward is applied to the target. Clearwater current's duration is longer then it's recast (but NOT long enough to maintain on two people), so timing is important to get the ward.
Clearwater's Growth: Adds 2 Triggers to Infuriating Thorns, bringing the count up to 5 AND gives thorns a 10% chance to clear the reuse on Cyclone, the 10 second damage immunity.


Class Foci
The 10 bottom ones that improve our various spells.


4. Spells and Combat Arts discussion (the basics)
Heals
Group
Healstorm: Bread and butter group HoT. With warden myth buff the ticks get bigger over time. With AA it has 2% damage reduction and 5% mitigation boost on it. Duration is 7.5 sec and recast is 6 sec, so it can be maintained all the time and the defensive boosts it gives makes it valuable beyond it's healing.
Winds of Healing: Initial hit is slightly bigger then Healstorm and it casts faster, but the successive ticks are significantly smaller. It's duration is 6 sec and it's recast is 3.7, but since this is a front-loaded HoT, overwriting isn't detrimental.
Winds of Growth: HoT that heals the two most damaged allies within 50 meters. While the warden has no control over who it heals, it casts fast and can be cast while moving.
Ward of the Untamed: Group elemetental ward. The ward amount is on each group member, not shared by all. Massively  useful on fights with big elemental AoEs. With a 36 sec duration and a 30 sec reuse, this can be maintained all the time on fights where it's useful.
Howling with the Pack: This is techinically a group heal that heals the group by 25% of all the direct damage the druid does and reduces damage done to the caster by 30%, but I primarly use it for it's other feature... It breaks control effects and makes the druid immune to Root, Stun, Stifle, Fear, Daze, Mes and Interupt for 20 sec

Single Target
Hierophantic Gensis: Big 36 sec HoT with a front load that ticks every 2 sec and has a small power feed. The recast is 1 min 15 sec, so I don't use it in my regular cycle, but it's great right before a joust, if I need another big HoT to bolster my normal rotation, a stun is coming in or for keeping those pesky lifeburning necros in the green.
Photosynthesis: Bread and butter single target HoT. Like Healstorm, the warden myth buff makes each tick increase and AA gives it 2% DR and 5% mit boost. These boosts STACK with the Healstorm boosts, so the warden's tank is getting 4% DR and 10% mit boost as long as both are kept up. Duration is 7.5 second and recast is 3.0, so some care needs to be taken NOT to overwrite the existing cast, since the ticks are increasing with time. (In super tank survivability build the subsequent ticks also heal the two nearest allies, but the buffs are not given to those who get the 'bonus' heal ticks)
Nature's Embrace: The initial hit of Nature's Embrace is slightly higher then Photosynthesis, but it lacks the defensive boosts and the ticks are much smaller, but great for quick boosts and extra background healing. Duraction is 10 sec with 5 sec recast, but if the healing is heavy overwriting is definately called for since the initial hit is so much bigger then the subsequent ticks.
Sylvan Bloom: The smallest and fastest casting of the default single target heals, it's still worth casting, especially with the AA that puts a roughly 21k ward on with it. The ward isn't huge, but it helps
Clearwater Current: (in super tank survivability spec only) A 9 trigger HoT that get's multiplactively bigger each tick and has a 2% DR attacked. Additionally if it is allowed to expire (ie not overwritten by another cast) it applies a ward (Constant Current) that looks to be about 60k. The ward plus the increasing ticks means timing this NOT to overwrite itself is important. Duration is 24 sec, recast is 15 sec.

Cures
Group
Verdant Whisper: Standard Group cure, AA gives it a small HoT if it removes a detriment
Tunare's Grace: AA group cure. Grants a 4 trigger damage hit for every determient removed (Fury of the Storm averages about 145k for Jam, but it uses each person's modifiers). Further AA gives this a 37m range, so it's good for catching runners who are feared and people who have been kicked around by knockbacks.
Shatter Infections: 8 sec duration, 1.5 min recast. Group cure instantly and every second for 8 seconds. Great for timing before known incoming stuns, stifles, etc or if the group (or tank) has an overwhelming number of dets piled up. It hasn't been an issue so far in ToV, but Shatter Infections also takes no power to cast.

Single Target
Cure: Standard point cure, AA gives it a small HoT on removal of detriment.
Tranquility: Initial direct heal plus a cure instantly and every 10 sec. Any successful cure, also heals. 1 minute duration and 30 second recast. If perfect timed, it can be kept running on two people (myself and other healer in my group for fights with stuns/stifles, etc) The 10 seconds between 'auto cures' can still make it a bit dicey for stuns and stifles, but when the timing works out, it can be a group-saver.


5. Hotbar setup

I've got my raid and group windows right next to eachother, so I can watch both at the same time.

Hot Bar: Bottom row is mostly my spells, row above is mostly the melee versions of those spells.

Far left. Cure, Cure Cures, grp cure, grp cure, grp cure over, pt cure over time.
2nd column is mostly single target heals, 3rd is group heals

The small block above one set of chat windows are always on buffs that persist through death.


6. Always-on Buffs
Group
Armor of Seasons: 800 STA to fighters, 2256 mitigation to non-fighters
Essence of the Great Bear: 10% block chance, 84.8 STA, 2024 mit vs elemental
Favor of the Wild: 111 AGI and WIS, 2.4% base avoidance, 311 mit vs elemental, arcane and noxious
Instinct: 7 DPS, 10% accuracy, 95 melee skills, DPS DoT proc
Nature Walk: 50% reduction to slow effects, immunity to root
Windblade: DPS proc, crit bonus proc (up to 21 with 10 incriments), heal proc

Singe Target
Aspect of the Forest (x2): 195 STA, 190 WIS, 518 mit vs elemenetal, arcane and noxious - Usually myself and my tank for the health boost and wisdom (for myself). I will swap around as need (other healer for easy fights for additional dps or squishy group member if one person keeps dying from 1-shots)
Aura of Health: 2% max health - Usually my tank, but this can go on anybody in the raid so, if my tank doesn't need it, I sometimes swap it around to person who is dying frequently.
Regenerating Spores: Chance to proc an HoT every time target is damaged (bigger if target is < 50% health). My tank. If my tank doesn't need it and somebody is particularly squishy, I may move it to them
Spirit of the Bat: 94 AGI, 1% base avoidance, 45 in combat power regen, max health by 377. The highest dpsing scout in my group. Occassionly I will swap it to my tank for the small avoidance boost if it's one of those fights that every little bit helps. (or of the scout keeps dying and I get tired of retargetting to reapply it to said scout ;) )
Thorncoat: 609 physical mit + small dps proc when damaged with a melee weapon. My tank. This one can also go on anybody in the raid, so if my tank doesn't need it and somebody is dying from melee hits or trama damage, I'll swap it to them.

Self
Battle Prowess: 15% increase to combat art damage, 25 weapon damage bonus, 25 dps
Casting Expertise: (instead of battle prowess for forced ranged fights only) 5% spell and critical damage, 17% double cast
Infusion: DPS proc on nearby enemy when I cast a benifical spell. Group heal = AoE damage. I toggle this off if it's a fight where hitting the adds is bad or if it's a heavy power drain fight as it does take power
Nature's Restoration: healing spells have 50% chance to proc power, photosynthesis and healstorm ticks get bigger over time
Warden of the Forest: 67 focus, 1115 mit vs physical, 2614 mit vs elemental, arcane and noxious
Stances: Nature's Aura/Glacial Assault: More heals, less damage or more damage, less heals. Use as the fight demands.

Debuffs
The warden is light on debuffs
Undergrowth: Encounter root that also debuffs agility by 114 and interupts the encounter, but with a 1 sec casting time, it's not that useful as an interupt.
Frostbite/Frostbite Slice: Single target cold DoT that debuffs vs elemental
Winds/Whirl of Permafrost: encounter/AoE cold spell that debuffs melee skills
Master's Smite: L&L ability that does single target divine damage and debuffs attack speed and melee skills

Combat Arts/Spells
The warden is light on attacks, without AA, they only have a few damage spells, four of which have melee conversions  with AA. This is part of the reason to take a number of the additional combat arts and spells from AA, so there are offensive buttons to press.
Default (including CA conversions)
Wrath (spell): single target divine damage
Dawnstrike (spell and CA): single target heat damage
Icefall/Icefall Strike: single target cold damage
Frostbite/Frostbite Slice: single target cold DoT that debuffs vs elemental
Winds/Whirl of Permafrost: encounter/AoE cold spell that debuffs melee skills
Nature's Pack: Single target, 4 wolves attack target
Master's Smite (spell): L&L ability that does single target divine damage and debuffs attack speed and melee skills

AA offensive arts:
Thunderspike (CA): single target magic damage
Nature Blade (CA): single target melee damage + attack speed boost
Primordial Strike (CA): single target melee damage
Wrath of Nature (spell): Encounter magic damage DoT
Uncontrollabe Wrath (dragon conversion for wrath. spell): single target cold damage

7. Pre pull/on pull
Get Healstorm and Photosythesis rolling, at the least. I usually stack Nature's Embrace and Slyvan Bloom on the tank and Winds of Healing on the group as well.
For names or groups of mobs, I frequently toss Tortoise Shell as well, to block any intial AoEs to give time for the fight to settle more smoothly.
I frequently cast Wrath of Nature or Uncontrolable Wrath as I'm running into position behind the mob... because I can and everything else is interupted by movement.

8. Casting Order, combat arts/spells, temp buffs and why
Nature Blade to buff my attack speed, Frostbite Slice to debuff vs elemental, Whirl of Permafrost, then whatever is up between heals.

9. Oh ! buttons
Hierophantic Genesis
: big 36 sec HoT that ticks every 2 seconds (+ small power feed): Great combo for high ongoing damage and incoming stuns
Sylvan Touch: 14 sec emergency single target HoT, 7.5 minute reuse  *significantly buffed when ToV came out
Sylvan Embrace: 14 sec emergency group HoT, 7.5 minute reuse  *significantly buffed when ToV came out
Cyclone: 10 second total damage immunity
Infuriating Thorns
: 3 Trigger stoneskin (+small damage proc). In Tank Survivabilty Spec, 2 additional triggers an a 10% chance to refresh cyclone
Nature's Renewal: 20 sec, 5 minute reuse single target death save. In Tank Survivability Spec, it has 3 triggers rather then 1
Tunare's Watch: 30 sec, 2.5 minute reuse group-wide death save: 1 trigger for the entire group, so if somebody other then the tank dies, the trigger is used up. In Tank Survivabilty Spec, it has 3 triggers
Faith of the Fallen: (Tank survivability spec only) Full heal + ward = to heal amount. This requires exquisite timing, but is massively useful when timed correctly.

10. Gear Choices
Crit Chance 650 (in preparation for Temple of Veeshan)
Casting Speed and Reuse 100
Ability mod ~14k *See notes at bottom
DPS 660+
Haste 200+ (good dump stat for prestige conversion to cb and flurry conversion)
Multi-attack ~120 (guarantees second swing and I usually have a coercer in my group to push me to 200+)
AE Autoattack and Flurry as remaining stats permit

Weapon: 2-hander. There is no reason for a warden to ever go 1-hander/shield. It provides no healing benifit and lowers dps.
Ranged: ALWAYS have a focus item here. Wardens need to melee to be maximally effective in their heals (and dps) but for some fights it's just not possible. Having a focus item here allow spell ranged auto-attack for things like druidism ward procs... and free dps is always good for the raid.

I've gone mostly with the potency/crit bonus armor to keep Crit bonus and potency close to maximize healing. Hitpoints haven't been a problem, so I haven't bothered with the max health gear, though I have some stashed away in my bank 'just in case'. Jam's a bit higher on potency then crit bonus 'at rest' but once combat starts, windblade gives a pretty steady extra 21 cb which puts cb/pot almost equal. I've been contemplating putting a peice of weapon damage bonus on since she's high on potency, but I haven't made an decision yet.

11. Adornment Choices
White
Crit Chance to necessary, favoring rings, earrings, and hat first, since they have fewer useful choices
Shoulders: Attack speed for prestige conversion to crit bonus and flurry conversion
BP, Hands, Feet, neck and wrists: Weaponry to get hit rate up for heal procs and dps
Forearms, legs, charms and cloak: casting speed.  Casting speed reforges VERY well, this frees up more of it for reforging (5 casting speed reforges to ~20 haste/MA or ~14 dps)
Waist: DPS. Meeting the melee stat goals with the potency armor can be a challenge and more dps stat is always good anyway
Weapons: Crit bonus or potency (whichever you're shortest on).
Head: crit chance or wisdom
Ears: crit chance or stamina
Rings: crit chance. The ability mod offered by the adorns is negligible with the totals this expac

Purple
Armor: Power adorns. The crit bonus potency split gives 9 rather then 8 of the 'pure' adorns and both help with our heals.
War Runes: Mostly group buffs. The ward and heal amounts on the 'healer' adorns are tiny compared to hit point totals and incoming damage, so I've opted to make my group stronger.

  1. Storm Animus: 90 to every stat + 6.5% max health for group
  2. Relentless Conviction: 6% proc chance of spells and items, 5% physical damage reduction
  3. Truespirit's Legacy: 12% potency for group
  4. Winds of Obol: 18% increase to group's spell and combat art damage
  5. Descent of Drinal: 6% crit bonus for group (plus a tiny barely useful group HoT)


12. Deity / other items (mana stone, etc)

Deity: Tunare for the pure healing buffs
Blessing: Nature's Caress: 10 minutes of 15% increase to heals. Not huge, but every little bit helps.
Miracle: Growth's Replenishment: 1 minute HoT that heals 64.1% of max health for group members instantly and every 6 seconds. This isn't great for spike damage but it covers constant incoming damage like little else.

Items: Quested mana stone, tinkered mana stone, tinkered feign death totem, charm clickies


13. Macros
Group cures: group say and /cancel_spell cast... ditto for cure curse with raid say as well
text macro on my death saves, stoneskin, AoE Blocker and damage immunity
I have a macro to cast tranquility on myself.
All of my other 'macros' are handled through my custom UI, DarqUI

14. Useful tools (UIs, etc) with links
Dragowulf Spell Timer Window  : To keep track of stoneskins, damage immunities, AoE blockers, special heals, death saves, etc

Darqui : I use the raid and group windows and the threat meter. It also has a spell watcher feature, but it's limited to 5 per character, which isn't enough for everything I watch on my warden
Raid and group windows let me set up 'macros' so I can cast the 5 spells of my choice on any member in the raid w/o making a custom macro.
The raid and group spells can differ. The actual spell icons appear over the target's health bar so I can see exactly what I am casting on whom.
This makes cross healing much easier. I've also got Darq set to chime whenever a curse hits the raid.
  With Darq, I don't have to remember what each number is for each toon. The actual spell icons are shown AND dwelling over the button displays the name.

The threat window has a nice big casting bar for the mob so it is much easier for me to see and keep track of spells I need to joust, pre-cure, etc
Nice clear casting bar. This screenie and the one above are exact size for my screen, so very easy to see.

ACT : Let's me assess what was happened during the fights. This helps me fine-tune my casting order as well see which of my procs are (or aren't) worthwhile

** Ability Mod: Ability mod for HoTs (and DoTs) is calculated by counting up the total for ALL ticks and dividing that total by 2. That ability mod is the 'shared out' between all the ticks. This is why wardens (and furies) need a higher ability mod then other healer classes. I've got a spread sheet to calculate max ability mod on my warden that I can update simpyl by entering my potency and wisdom as they change. I'm researching a way to put it up on google docs so people can use it for themselves. Until then I'd be happy to mail it to anybody interested and I've also got one for the brigand.



Last edited by Mermut on 04/09/2014 3:07 pm; edited 22 times in total


_________________
 I am willing to suspend my disbelief, But not hang it by the neck until dead.

 

Bubbaq

user avatar

Joined: 13 Jan 2013
Posts:

Send private message
Reply with quote

re: Warden Guide

0

Thanks Jam 



_________________
Kippi, Midorri, Beckinsale, Taylorswift, Shakira
Mermut
Guild Alliance

user avatar

Joined: 02 Jan 2010
Posts: 498

Send private message
Reply with quote

re: Warden Guide

0

Finished.. finally.

I'm interested in feedback and questions. The best way to make a build better is through discussion. While I was working on this guide I learned I'd been incorrectly figuring the best ability mod for HoTs and without the dicussion I had on the EQ2 forums, I'd never have learned about my mistake and fixed it.



_________________
 I am willing to suspend my disbelief, But not hang it by the neck until dead.

 

Grenrick

user avatar

Joined: 21 Oct 2008
Posts: 558

Send private message
Reply with quote

re: Warden Guide

0

Book Sent



_________________
SES Street

user avatar

Joined: 29 Mar 2011
Posts:

Send private message
Reply with quote

re: Warden Guide

0

Sandstorm stack CB. not cc.

Brainstorm procs off of auto attacks. melee and/or ranged.

Mermut
Guild Alliance

user avatar

Joined: 02 Jan 2010
Posts: 498

Send private message
Reply with quote

re: Warden Guide

0
SES Street wrote:

Sandstorm stack CB. not cc.

Brainstorm procs off of auto attacks. melee and/or ranged.

Thanks for the correction on Sandstorm, that was a typo.

For Brainstorm, it specifically says that it procs off combat arts and hostile spells, not just a combat hit. Based on that, I'm 99% sure it does NOT proc off auto-attacks.



_________________
 I am willing to suspend my disbelief, But not hang it by the neck until dead.

 

Bubbaq

user avatar

Joined: 13 Jan 2013
Posts:

Send private message
Reply with quote

re: Warden Guide

0

Jam,

 

Have you decided what your going to do with your 10 extra AA?



_________________
Kippi, Midorri, Beckinsale, Taylorswift, Shakira
Mermut
Guild Alliance

user avatar

Joined: 02 Jan 2010
Posts: 498

Send private message
Reply with quote

re: Warden Guide

0
Bubbaq wrote:

Jam,

 

Have you decided what your going to do with your 10 extra AA?

Not yet. I don't have 'em yet.



_________________
 I am willing to suspend my disbelief, But not hang it by the neck until dead.

 

Posts from:   
Post new topic   Reply to topic    Grenricks Guidance Forum Index -> Wardens All times are GMT - 6 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum