1. Author's opinion
At first i would like adress that this guide is targeted for the audithory of people that already have a level 40 Warden character
on their hands and want to sqeeze out maximum out of the class's potential, that are giving priority to being melee. For those who
are only starting out or planning to start out a character, should first read into more basic guides on leveling and get a gasp of
the class mechanics at first before reading the material that will be provided in this guide.
2. Introduction
What is a Warden? What do we eat him with? Well when creating a character we'll read the basic information on the class about how
their pet masters, control nature, are a great assist to comrades and additional blah like that.
But lets get to a bit more detailed information about the class now: If were going to talk about a wardens place between other
classes, we would classify him primarily as a hybrid thats able to either concentrate on Melee , Magic , Pet Assisting styles or
even a mix of both.
The aspects of being a melee warden are mainly his huge amount of dissabling abilities knocking a opponent down, silencing them,
slowing them down, ect. Also because of the low cooldown on his main abilities, he is able to non-stop spam his spells , in PvP is
most effective against cloth type characters but can shine also when paired against heavier equiped classes as well.
In PvP the class a decent damage dealer and a great debuffer and as will be said lower, a great healer aswell.
Also one of the secondary aspects why a Warden is welcome in any party is because of his strong HoT (Heal over time) spell wich is
called Renew, a spell that has a very long duration and heals the whole party over time, its stronger outside combat and weaker in
combat but either way works like a charm.
3. About the guide
in this guide we'll talk about the priority of stats and how do they work, talents and their DPS priority, about wich talents are
necessary , optional or useless and a more indepth description to them all.
And ofcourse about talent builds.
About the wardens role in PvE, PvP 1v1 , 1v2 and Mass PvP.
This guide was created from the experience of a lv40 warden and onward playing at lv40.
4. Stats
Every character in Allods has a certain amount of stats, lets review them all and each's usefulness for a Melee-Warden.
Strength - represents the modification of damage in close range, applies to damage from normal attacks aswell as physical spell
attacks, useless for a Warden as because of a passive ability - its replaced by Intelligence.
Finesse - represents the resist modificator that a enemy will have against your physical attacks. Useless for a Warden since
because of a passive ability - its replaced by Wisdom.
Expertise - this stat affects the accuracy of your physical attacks, useless for a warder because of a passive ability that
replaces it with perception.
Agility - a stat that affects the chance of you dodging a enemy physical attack, a important stat for the warden as for both PvE
and PvP.
Luck - a stat that affects how often will you deal critical or glancing blows. Very important for Wardens.
Endurance - a status that determines the chance with wich you will receive a critical or glancing blow, it has a mediocre
significance both in PvE and PvE.
Stamina - a status that determines your maximum health points, very important for wardens.
Intelligence - a stat that affects a characters Magical attack, a extremly important stat for both a Magic and melee warden wich
determines their dmg cause of their passive abilities.
Perception - stat determines the amount of resistance your enemy will have against your magical spells, a important stat for both
magic and melee wardens against cause of their passive ability that makes it work for both physical attacks and magic spells.
Conviction - a stat that affects the success of your control abilities such as dissorients, stuns, slows, ect. Mediocre usefulness
in PvP and generally not a very important stat to look out for.
It will be rised a bit anyways out of the random gear you'll be wearing since some of it is bound to have a bit of it on it.
Willpower - the counterpart of Conviction, a stat that affects the success of you being affected by control abilities. Mediocre in
PvP and useless in PvE, not a stat thats worth worrying about, same as the one above.
Rage - a stat that determines the seriousness of wounds that you will deal to a target , mediocre usefulness in both PvP and PvE,
not a stat worth worrying about, will come itself ingame with gear.
Faith - a stat that determines the effectivness of your heal spells on wounded targets, its a stat thats quite felt in 1v2 fight
scenarios and heavy PvE fights, but its not as much worth as heavily investing into it, neither tho is it recommended to disscard
it, tho don't worry about it too much, most gear with INT/Perception also comes with a bit of Faith to keep it up.
Wisdom - the counterpart stat of Stamina, it affects your maximum Mana points and their recovery rate, for a Melee Warden it has
more significance since it also affects their success rate on landing physical blows.
For a PvE melee type the most important stats would be those that affect damage dirrectly dealt to the target, starting from most
important to less important ones we'll start with:
Intelligence, Luck, Wisdom, Perception, Stamina, Faith.
In PvP to this list you might add Agility and Endurance.
If your going to ask why is Stamina important for a Warden in PvE then thats a very easy to answer question, you will meet most
bosses that will just wipe you out in a couple of AoE hits if you won't have enough health and a dead Warned doesn't deal damage ^^
Plus it saves a healer the stress of pulling you back to life from almost the other worlds gasp after each of the bosses's AoE.
The general damage modificator is dirrectly infulenced by Intelligence at a square rate so you can increase Intelligence as much as
you want and the stat won't lose in its effectiveness.
Luck affects two abilities, your critical hits and your glancing blows. As we see in the graph after luck reaches 237, it turns
from a linear to a square rate characteristic such as intelligence but the chance of dealing a glancing blow works a bit
differently and isn't linear until luck reaches 355. So we can make a conclusion that the round number that we should be aiming for
would be from 280 to 350, while balancing the other stats respectively.
Perception, the effectiveness of perception as we see also isn't linear so and in the 230-270 range we see a high effectiveness
growth of the stat and after 270 the effectivness slowly starts deteriorating. So the optimal number for this stat would be aroun
in the range of 300~350.
The linearity of Faith seems to be quite similar to the one from Perception so the optimal numbers as we see that you would want to
go for would be 300~350. Drop of effeciency after 270, same as the chart with Perception.
Endurance affects both the chance of you receiving a glancing or a critical blow, as we see the chance of you receiving a critical
hit after the stat reaches 135 isn't linear and decreases drastically down till the stat reaches 273 after wich it just focuses on
being at minimal chance. And as we see the chance of you receiving a glancing blow is linear up to the point of 186, then it slowly
starts being more effective.
With that said, you shouldn't really concentrate on increasing the stat much after it went over 230~280 since thats the optimal
value you would prefer for it not to influence your other characteristics.
Intelligence is possible and should be increased infinitely because of the linear and stable increase in overall damage both for
Melee and Magic Wardens.
Wisdom should be increased until a certain point. By means of testing it came above that the optimal stat value for it would be
300~350 but only if that doesn't hurt the other stats , in the second case it should be left at as much as its possible to get that
it won't hurt the other more important attributes.
Perception should be at around the number of 300~350 and should be kept at that number since any higher and its effectiveness will
drop noticeable and the points are better off in another attribute.
Luck should be kept at around the number of 280~350 but if you have the option of having more luck without sacrificing other stats
then by all means you should get more, but don't get too fanatic about it.
Faith should be kept at the number of around 300~350.
Naturally the higher the stats - the better but lets keep in mind that certain stats start to lose their effectiveness after they
reach a certain point and further points should not be wasted into them but rather allocated somewhere else.
Next we will be covering the abilities of the Warden class and their usefulness for a Melee type.
5. Abilities
The abilities of a Warden are devided into three parts, wich are Talent abilities, Wrold Mysterie abilities and Ruby abilities,
we'll get down to each in a list and see wich are worth bothering and wich aren't for a Melee Warden.
Talent Abilities:
Bear's Blow - the basic physical damage skill with a melee range, you get it automatically at level 1 , its used in leveling at
different level intervals, useless at Level 40 and doesn't stand up for the points pent into it, so no adding to it.
Call Lightning - ranged instant cast, deals magic lightning damage and knocks down the target from its feet with a 20/25/33%
chance. Its learned automatically at level 2, its useful in PvP, PvE , investing points into it is high recommended, useful at
level 40 in its fullbloom form. (Fullbloom means rank3)
Get'em - pet attack command, makes your pet rush at the target to attack it, also puts a 4 second buff on the target that will
increase pet dmg dealt to it one time by a certain amount, but if the pet doesn't reach the target within 4 seconds, the buff will
expire. Investing points isn't worth it.
Useful at level 40 in its Raw Form (Raw form means at rank1)
Boar's Blow - basic physical damage skill thats melee ranged and knocks the target down for a few seconds, its a very useful all
the way by mean of control, useful in PvP and semiuseful in PvE.
At level 40 useful in its Raw Form.
Great Hunt - a buff that increases the pets damage (In some ruby builds increases also the Wardens damage) for a short period and
also generates a chance that the pet will deal a DoT effect on the target. At higher rank it increases the effects provided and
increases the duration.
Useful at level 40 in its FullBloom form.
Renew - the spell why Wardens are welcome in parties, it creates a long duration (Healing over time) spell for the whole party and
your pet, wich heals less in combat and x3 times more outside combat. Is influenced by some ruby builds.
Useful at level 40 in FullBloom
Warning: Spell was changed in the new patches, it now heals twice weaker and the same amount outside combat as in combat, thus 6
times less. To be a successful Renew Warden now you will have to concentrate all of your stats into Intelligence and Faith.
Vortex - ranged instant cast spell, deals magic lightning damage to one target and silences it for 5/10/15 seconds, 20 seconds
cooldown and is influenced by some ruby builds.
Useful both in PvP and PvE, in PvP especially against caster classes, investing points is optional and depends on your play style.
At level 40 is useful under any form, from r1 to r3.
Razor Claw - another pet attack commant, the pet rushes to the target and deals some damage and silences it for 3/4/5 seconds. Very
useful both in PvP and PvE as means of control against casters and melee classes. Point investment is optional and depends on your
playing style, also influenced by some ruby builds.
Wolf's Claw - physical damage in close combat range skill, deals damage and absorbs a certain amount of the enemy's mana or energy
(Wich is influenced by your Intelligence and spell rank), also can absorb that mana and transfer it to the warden, have increased
success rate and effectivness upgraded from different ruby builds.
Useful in both PvP and PvE on the length of the whole gaming experience as on of the chain DPS skills.
Useful at lv40 in fullbloom form.
Storm - ranged magic spell that creates a AoE effect over a certain area, wich deals damage for a certain period of time 10/12/14
seconds. Has a cast time of 4 seconds and a cooldown of 60 seconds, can be precasted.
This is the only precastable spell that a melee-warden has,
Creates bright special effects that are annoying and slow down old PC's xD
Useful both in PvP and PvE, point investment is optional. At level 40 its useful in any form and is also affected by some ruby's.
Call of the Wind - very useful zerg ability that summons 1/2/3 clones of your pet to attack the target for 20 seconds. (Only flaw
of this spell is that after you summon the Three Happy Friends, it takes them 3-4 seconds to run to the target from different
directions , so the actual effect time is 16-17 seconds) Its useful both in PvP and PvE when you want to zerg someone or tear that
cloth type mage appart. Its also affected by Hunter Call for maximum output. Useful at level 40 in fullboom.
Maul - basic physical damage skill that does damage to all targets within a 5yard range area, useless at level 40.
Aqua Vitae Potion - the Warden conjures a potion out of special reagents gotten around the world that he can either cast into his
inventory or the inventory of the target, you can only keep one potion at a time inside your inventory and its castable only
outside combat. Recovers a very considerable amount of both HP/MP and Energy.
Very useful both in PvP and PvE. At level 40 its useful anywhere, also affected by some Ruby's.
Lethargy Potion - A warden conjures a potion out of special reagents that can slow down a targets attack speed by a certain value,
is times more effective if the target is under the "Open Wound" debuff while it was casted on, with spell rank increases
effectiveness. At the moment two Wardens can debuff the target with this spell, once each while one is unde Open wounds effect and
the other is without it.
You can keep as many as you like of these inside your inventory, each cell can stack up to 20 potions in it.
Mediocre usefulness both in PvP and PvE, not recommended to waste points into it. Is affected by some ruby's.
Aqua Morte Potion - A warden conjures a debuff potion into his inventory, you can conjure as many as you like and each cell can
stack up to 20 potions in it.
When used on a enemy it dissables him from being able to receive any healing, if the target was under "Open Wounds" debuff then
instead of just dissabling healing effects - they instead receive damage when healed.
The healing it can block/damage is limited to a certain number and that number is influenced by intelligence.
A very useful spell in Mass PvP. At level 40 is useful in its Raw form.
Thats it for Talent spells, lets move on to World Mysterie spells shall we?
World Mysteries :
Refreshing Potion - Warden conjures a potion into his inventory, can conjure unlimited amount of these and each stack can be of 20
potions.
The potion when used removes any slowing effects from the Warden and increases moving speed by 25% for 15 seconds. Very useful
anywhere.
Tenese's Gift - You can ressurect a target out of combat once every 20 hours.
Nature Balance -This spell works the following way, it takes a certain maximum amount of health of your current group and throws on
a aditional 5% to it (decreased cooldown to 2 minutes if you have ruby's), then mixes it up and divides the maximum health amount
around the group members equially. Pet HP is also accounted.
Warning:This spell also got nefred in the recent patches and cooldown was increased from 20 seconds to 3 minutes. And instead of
healing effectiveness ruby's, they replaced those for cooldown decreasing ruby's.
Thus the effectiveness really went down.
Ruby's:
Tiger's Blow - deals physical damage in melee range, leaving the "Open Wounds" debuff on the target with a 25% success rate. One of
the basic Melee DPS chain spells.
A must for a Melee Warden, at lv40 useful in its fullbloom.
Bite'em - a upgraded version of Get'em, deals more damage but consumes more energy when used.
Snake's Blow - physical damage skill in melee range that slows the target when hit by 50%(60%) for 10(15) seconds. Useful in PvP at
level 40 in its raw form as a dissabling move and slowdown against kitters.
Bee Swarm - very useful control mean, dissorients the enemy for 12 seconds making him run around chaotically back and forth while
also dealing DoT damage to him (Damage over Time), useful both for PvE and PvP in its raw form.
Oak Bark - buffs the warden for 12 seconds with a defense buff, decreasing physical damage received by 50% while increases fire
damage received by 100%.
Useful buff in PvP at level 40 in its raw form.
With this we conclude the spell section, next we'll go into builds in a little while.
Credits: Aleksritor
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