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Thread: The Maxed Warden - A guide for 5 Man Content (Updated v2.0)

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    Default The Maxed Warden - A guide for 5 Man Content (Updated v2.0)

    The Warden – Washing away the Pain.

    This is the re-write/update that people have been asking for. The original can still be found here. There is a bit of copy pasta in this guide (from the last version, it’s not plagiarism if I wrote it first!) but for the most part I’ve re-written and expanded on the whole thing. I have made a few spec changes since the first edition, I’m now using this spec: Warden(51)/Cabalist(5)/Sentinel(10), however I still recommend Warden(51)/Sentinel(15)/Purifier(0) for people new to the class. It has a bit more defense and an extra oh-crap button, it also uses less mana, for those people with a lower level of gear. I also had a brief stint as a Chloromancer, where I went from liking it because it was literally face-roll easy to solo heal instances, to being bored with it for the same reason. I’m now back on my Cleric and loving it even more. I do use other builds while healing. I have a 32/34 sent/pur build that I use when I just want to AFK through an easy zone. I’ve also revised my earlier opinions on a lot of builds (not the ones listed in this guide though). Anyways, on with the guide!
    Last edited by Paikis; 04-28-2011 at 06:04 PM.
    I'M RIFTSTALKING YOUR MUM!

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    Default Here it is!

    Summary
    The Warden is a healing focused cleric soul specialising in heal over time effects (HoTs). This guide will focus on the 51 point build which uses the warden soul exclusively (except for one spell) to provide high throughput, tank focused healing, with a splash of AoE healing to keep the group up. The wardenís Ďorbí spells are used to provide spike healing capability, with the Sentinelís Healing Breath for non-tank single target heals. The Wardenís cooldowns and superior AoE HoTs are used to provide the best group heals available to clerics.

    Advantages
    Consistent, steady tank healing through HoT spells and direct heals.
    High burst AoE healing, including the best AoE Heal currently in the game.
    MUCH bigger heals on your HoT spells than other warden builds.
    Mobility. Because most of your HoTs are instant-cast you can cast them while running around
    Good mana efficiency, including power regeneration ability on a 2 minute timer.
    Instant-cast large direct heal
    45 second cooldown to make your next heal instant cast.
    45 second cooldown to increase ANY heal by 80%
    45 second cooldown to make ANY of your single target heals affect the entire group.
    Self-ward to protect you from incidental AoE damage or caster agro.
    Instant-cast stifle to aid your tank in mob positioning and caster pulling and damage prevention.

    Spell Synergy and Rotation
    There are several good healing combinations I have found, as well as a general casting order that I will use in most dungeons.

    General Rotation
    Pre-pull load the tank with single-target orbs, and if possible a 4-stack of Soothing Stream. Then Deluge->Healing Current->Deluge->Soothing Stream-> Deluge->Healing Current->Deluge repeat as necessary. This gives you a solid rotation that you can simply chain until the mobs die. I donít use Healing Spray (at all) because it is an extra GCD and it doesnít heal for very much (900hp/12secs) compared to casting another Deluge instead (2k+).

    In general your Ďoh-crapí responses are not as powerful, or as plentiful as a Sentinel/Purifierís would be, however they can still do the job and I find that they are quite effective. I also find that I donít have to use them anywhere near as often because the warden has a higher throughput anyway, so those Ďoh-crapí moments happen far less. You generally will use either your orbs, Touch the Light or Tidal Surge. Ripple is saved for moments of large group-healing requirement.
    Touch the Light
    This spell will make your next spell instant-cast. It is useful for when you need a big heal right now. I usually will combine this with either orbs, Deluge for the MT or Healing Current for group members.
    Tidal Surge
    This spell will increase your next heal by 80%. If you combine it with Ďorbsí it can make them heal for quite a large amount. You will have to delay your next cast by a second or two though because the orbs will use this buff when they trigger, and not when you cast them. If you cast Tidal Surge -> Orbs of the Stream and then hit Soothing Stream, most of the time Soothing Stream will benefit from Tidal Surge, and not your orbs. There is a delay. If this is applied to Soothing Stream, the HoT will benefit from it until it wears off (12sec) or until you refresh it.
    Ripple
    This is probably the most powerful cool down available for the warden. It makes all your single-target spells cast on everyone in your group for 6 seconds. I will almost always hit this and then Soothing Stream x4. This is usually enough to bring the entire group back to full, if not, you can always use one of your other group heals to supplement this healing.
    Oceanís Blessing Ė Passive
    Increases the Spell Power bonus on your heal over time spells by 6% plus an additional 3.6% per point spent in the warden soul above 36. This is the core of this build. Putting the extra points into warden increases the bonus to your HoT spells by A LOT. At 51 points you are looking at a 60% bonus to your HoTs. If you have 1000 spell power, thatís like getting an extra 600 spell power for free. This bonus does not apply to Deluge.

    Tips, Tricks and generally good ideas
    1. Use potions and scrolls. You can get potions which increase your INT and WIS by 40 and persist through death. This potion will give you an extra 40 SP and 40 crit, as well as extra mana and regen. Granted they arenít cheap. Consider making your own potions. Scrolls can give you a pile of WIS as well. Theyíre only available through drops and donít persist through death unfortunately. Save them for boss fights where the extra boost will help. These scrolls stack with the potions. You can also get potions that you throw at an area which will heal your party. These can be nice to use if youíre struggling with mana and canít afford to cast another group heal.
    2. Use your cures. While the number of fights which you HAVE to cure is low, curing can actually be more efficient than healing. If you spend 1 GCD to cure a DoT that would tick for 3,000 damage over 12 seconds, youíve just healed 3000 damage. Also, on some fights (anything with a fear) you can time your cure-over-time spell to cure things off you (the werewolf Michael comes to find) while youíre feared or otherwise unable to act. If youíre able to easily heal the damage on the tank, it may be worth spending a GCD to keep this cure ticking on yourself.
    3. Adorn everything! Runes, adornments, augments, stat stones, call them what you like. Theyíre awesome. If you get a new piece of gear, make sure you add an adorn to it, itís extra stats and they add up.
    4. Silence casting mobs! I canít say this enough. If youíre fighting a mob that casts spells, chances are that those spells are doing the majority of the damage. Silence them and cut the damage down! It also helps because they will run to whoever has agro if they canít cast. Help your tank out and youíll be helping yourself out. Nothing sucks more than being killed by a mob on the other side of the room because your tank couldnít hold agro on it.

    Offensive Touches
    For a lot of the easier zones (T1 expert specifically) you will be able to heal the trash with nothing but a 4-stack of Soothing Stream and Healing Spray. In these situations it is best to DPS with your two DoT spells and Waterjet. If you run into a large group of ranged caster mobs, make sure you silence one of them so it runs to your tank. This makes it easier on him for holding agro, and also reduces the difficulty in healing the encounter by making the ranged mob less likely to agro YOU. Be aware though that some ranged attackers are simply using a bow. Silencing them will not help. In these cases you can use the knockback to move them towards the tank, or you can just heal through it.

    Gearing
    As this build revolves around a solid, steady stream of heals, it doesnít benefit from a focus on crit. Crits are great when they happen, but lowering your overall healing amount by focusing on INT to get crits is not the way to play this class. If you crit, great, but you should be able to heal without any crits at all. Focus on WIS and +SP. I also find that the best greater essences are the faesources that trigger an extra HoT on your heals and the one which gives you an SP boost when you cast heals. The same thing applies for trinkets. You will want one that gives you either a heal (direct or over time) or SP.
    Spell Power conversions
    1 SP = 1 SP
    1 WIS = 0.75 SP
    1 INT = 0.25 SP

    Some Notable Trinkets
    Sacred Heirloom of Eth (DSM) Ė This trinket is by far the best available. It heals you and the two closest party members for a large amount, and because it is a direct heal and not a HoT, it wont have issues with over-writing itself.
    Spirit Wolf Totem (KB) Ė This trinket is probably your second or third best. It applies a HoT on heals.
    Glob of Crystalized Blood (AP) Ė Provides a large amount of SP on demand.
    Lost Favour (RD) Ė Provides SP on a proc. Almost always up.

    The Bad
    There are issues with this build. Firstly it is hard. There is a lot more going on that an easier build (32/34 sent/puri) where you basically just mash one button and faceroll your way to loot. You have to monitor and refresh your HoTs, you may need to change targets to provide spot heals. If Soothing Stream falls off the tank, you may be in a fair bit of trouble. This is a class that you canít play half-heartedly. You have to concentrate. In exchange, the warden will give you the highest healing throughput available on a single target.
    The Warden has one other massive problem. Itís so massive a problem that Iíve seen people flat out refuse to use the soul because of it, and I think it deserves its own paragraph because of this. I was tempted to give it its own section because it is just that big of an issue. The User Interface. When youíre using the standard group interface with portraits, you can see HoTs ticking on different people, along with timers and it isnít so much of an issue. When you switch to raid frames however (please do, youíll love them after a week or so) you lose this ability to track your HoTs. Unless you hard target a player, you canít see your HoTs on them. Trion has said that they will be adding support for third party UI mods (or atleast that they WANT to) but that they want to do it well and release it fully polished. What this means is that it is likely to be quite a while before you can fix this issue. There are a few ways around this problem that will work until then. Firstly, find the ĎFocus Targetí keys and set your tank to your focus. Then go into the UI manager and drag your focus window down next to your raid windows. I have my hotbars center bottom, raid windows above that and focus target next to those, pretty much just below the centre of my screen. This way you can watch your partyís healthbars while monitoring HoT timers on the main tankÖ and you donít even need to keep the MT hard-targeted. For all that, it is a large issue, and hopefully one that will be fixed sooner rather than later.

    Variations
    The most popular variations are listed below. Please note that if you donít have at least half your points into Warden, then I donít consider it to be a Warden build anymore. At that point Warden becomes the secondary/tertiary soul, not the main focus of the build. I will also argue why I consider these builds to be inferior to the 51 Warden.

    Sentinel(32)/Warden(34)/Whatever(0)
    This build focuses on casting speed and substitutes Healing Invocation for Deluge. There are a few good points for this build, namely the battle rez and Healerís Covenant (40% damage reduction for 10 seconds) and more casting speed is always good. But just how good is it? Youíre losing 60% spell power bonus on your HoTs in order to gain this casting speed. The answer? Itís not very good at all. With 3pts spent in Serendipity, every time you critically heal, your next (non-instant) heal is cast 1.5 seconds faster. This sounds great, but actually it doesnít make that big of a difference. Firstly, a lot of the Warden heals are already instant, so no gain there. The only heals that will benefit from this would be Deluge (which you donít use), Healing Current and Healing Invocation and your AoE direct heals. However, you have to take into consideration the global cooldown timer (1.5secs). The difference in healing potential over time between a 0.5 second cast time and a 2.0 second cast time is only 0.5 seconds (or 33% more healing). Then you compound the problem, because you have to crit to trigger this effect. Even allowing for a very high 30% crit rate, youíre looking at only a 9.9% increase in heals over time. If you use a more reasonable 15% crit rate, youíre looking at 4.95% extra healing applied only to Healing Cataract. Healing Invocation comes in at 60% extra healing, or 30% extra healing (for 30% and 15% crit rates)Ö but itís a wash. No matter what you do, you canít force a crit in this build, so your faster heals are going to be completely random, and your HoTs are going to be a lot smaller because youíre missing out on 60% SP bonus on them.

    Warden(44)/Sentinel(22)/Whatever(0)
    This build has a similar problem to the one above, although it isnít quite as bad. Youíre trading healing power for utility, and you arenít even getting the good utility from Sentinel for the exchange. You get a few cooldowns (which arenít really that good anyway) and a group cleanse (useful, but far from necessary) and in exchange you lose 25% bonus (200-300 SP!) to your HoTs, and the best AoE heal available to clerics. If youíre using my suggested build (51/10/5) then youíve also just lost 5% SP to everything.

    Conclusion
    This class has a lot of potential. But it is fiddley to use and requires a lot more attention than the normal 32/34 sentinel/purifier build that I see a lot of people using. Yes, it is more difficult than spamming Healing Invocation/Restorative Flame. But it also brings a lot more healing to the group. If you spend the points in the Warden tree to get the extra spell power bonus (60%!) youíll notice your HoTs will be healing for A LOT more and are actually viable as the main source of healing instead of just as filler while you cast your next Healing Invocation or Restorative Flame. The hybrid-Warden builds do gain some utility over the pure-Warden, however to put enough points into them that they get anything really useful, you have to pull so many points out of warden that your HoTs are back to being filler and you then have to use those extra heals as your main heal (HI or RF), at which point, you arenít really a warden anymore.
    The Warden soul can absolutely stand on its own. It doesnít require help from other souls to work, and I honestly feel that it is the only one of the three healing souls that SHOULD be maxed out.
    I'M RIFTSTALKING YOUR MUM!

    I've found that Warriors are like Feminists. They want equality when it suits them, but the rest of the time they want to be treated special.

  3. #3
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    Nice guide yet again Paikis.

    Just a question, maybe I did not notice but you have no talked much about the new spec you're using, the warden/cab one. I'm still getting used to the 51 warden and seem to be enjoying it. Fairly simple to use and just takes abit more attention to it.

    However keen to try the new spec you've introduced. Can you share more light on that?

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    At a guess, i think that the cabalist points are there to maximise SP - which gets boosted by the oceans blessing 36pt talent.

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    Quote Originally Posted by Obbu View Post
    At a guess, i think that the cabalist points are there to maximise SP - which gets boosted by the oceans blessing 36pt talent.
    This.

    I traded Touch the Light and 10% less mana usage on my heals (and an AE heal I never use) for an extra 5% spell power. It has less 'oh-crap' because of the loss of TtL, but again, bigger more consistant healing because of more SP (5% of 1000 is 50, 60% extra of that is +30, so 80 extra SP on my HoTs)

    Just as a note to anyone reading. This is just an update on the old guide. It fixes a few things which It hought were true at the time, but weren't. It does include new things, but if you've read the last guide, its basically the same idea, just fleshed out some.
    Last edited by Paikis; 04-28-2011 at 09:32 PM.
    I'M RIFTSTALKING YOUR MUM!

    I've found that Warriors are like Feminists. They want equality when it suits them, but the rest of the time they want to be treated special.

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    Warden is terrible.

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    Quote Originally Posted by KetMalice View Post
    Warden is terrible.
    Just becuase you can't play it doesn't mean It's terrible. Warden is an awesome healer, and actually the most fun of alla cleric builds...

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    I think the battle rez from Sentinel is the best thing you can possibly have as a healer. Any half-decent build can keep a group healed, but sometimes **** happens and people die. If I can do sufficient healing with 32 Warden / 32 Sentinel and get the battle rez, there is no reason to ever use 51pt Warden.

    If it weren't for Glassy Reflection, I probably wouldn't use Warden at all.
    Last edited by Eriic; 04-29-2011 at 03:09 AM.
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    I run 34puri/32sent mostly. Tried 51 warden and it was great, I never really failed any t1 nor t2 but the UI makes it too annoying to play. Why even bother =P But It's not crap

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    51 warden/ 15 sent/0 temp works well for me (I cant really do without Break Free from temp). I mainly run 5-man instances....and must say that Warden really picks up after 36 pts:-)

    Cheers

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    I was going to ask you if you thought that the 5 points in Sentinal to get the insta cast was worth not getting extra 5% Wisdom from Puri for more spell power. Then I saw the discussion above about using Cab for the additional 5% SP and immediately proceeded to imprint my palm into my face rather harshly. Switching to that tonight.

    I really enjoy the 51 point Warden. The HoT's ticking that high makes me giggle sometimes. I do carry a 34/32 Puri/Sent role to use for certain fights, but my brain dies a little each time I do. Just a personal preference.

    Edit... oh, and thanks for the writeup. Well done.
    Last edited by grampositive; 04-29-2011 at 05:07 AM.

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    I went with this as an alternative to 34 Sent/27 Warden/5 Purifier and tried it out in a T2 last night. Even without knowing the rotations very well, I was hitting 800 HPS at times and 700+ regularly at 960 SP.

    Good guide and I'll try the Cab variant tonight.

    PS I liked the part about dropping healing spray. I have too found it was unnecessary and just ate up a GCD I could be using elsewhere.

    Thanks!
    "Pain is the best instructor, but no one wants to go to his class." -Choi, Hong Hi
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    ive recently read from a fellow cleric of mine that there currently is a bug with the 36 point talents and its not giving the amount of sp it should. more along the lines of 30% than the 60% it should be giving. have you seen or read of this?

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    With regard to 34 warden / 32 sentinal (actually 34 sentinal / 32 warden is better) you forgot about healers haste. That is an incredible cooldown. I have 21% crit unbuffed and Serendipity is constantly up (casting SS, HS procs it but does not consume it) plus Overflow is very nice. Crit is great for this build.

    I have a battle res, AOE clense, I have no problem if my Hot stack falls off. If the stuff hits the fan, Healers Covenant...get full Hots up...HI until I fall behind then Healers haste and full HI spam. I can heal through what should be unhealable damage for 30 seconds. I also get protect the flock and 5% increased AOE heals. I have all the AOE healing i could ever need without the 51 point talent.

    51 Warden peaks at a very high level of throughput and can maintaine that level. My build Peaks much higher especially when you factor mitigation but levels out a little below 51 warden.

    Great guide by the way. Warden rocks.
    Last edited by daarknight; 04-29-2011 at 06:41 AM.

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    Quote Originally Posted by daarknight View Post
    With regard to 34 warden / 32 sentinal (actually 34 sentinal / 32 warden is better) you forgot about healers haste. That is an incredible cooldown. I have 21% crit unbuffed and Serendipity is constantly up (casting SS, HS procs it but does not consume it) plus Overflow is very nice. Crit is great for this build.

    I have a battle res, AOE clense, I have no problem if my Hot stack falls off. If the stuff hits the fan, Healers Covenant...get full Hots up...HI until I fall behind then Healers haste and full HI spam. I can heal through what should be unhealable damage for 30 seconds. I also get protect the flock and 5% increased AOE heals. I have all the AOE healing i could ever need without the 51 point talent.

    51 Warden peaks at a very high level of throughput and can maintaine that level. My build Peaks much higher especially when you factor mitigation but levels out a little below 51 warden.

    Great guide by the way. Warden rocks.
    I'm not saying those builds don't work. I'm saying that this one works better (for me). I don't feel that those extra buttons are worth the loss in healing power. For the record, I stood infront of the dummy and just healed it single target. I pulled 1200 hps (15% crit chance, 1100 SP) and I lasted 21 minutes without using a potion. Take out the ~90 HPS from my trinket and sigil and you're left with about 1100 HPS. The graph of my HPS was pretty much a solid line. It's steady healing that you can keep up forever.

    If I had to, I could heal for alot more than that, because the dummies can't account for overflow, they also can't trigger orbs.
    I'M RIFTSTALKING YOUR MUM!

    I've found that Warriors are like Feminists. They want equality when it suits them, but the rest of the time they want to be treated special.

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