My warden plan


plan

current

the idea is to go warden with high defense because no other build works for and i only like defense as a stat (its linear and we don’t talk about power)

thoughts (ik this will change with updates but rn this is my plan, and an acrimony)

1 Like

When the ap:

cap

Wow nothing except just using the giant amount of hp to wear down your opponent, hoping that you can deal enough damage before your hp runs out…

who needs to dodge just hold block and regen faster then they can dish out right?

Yeah… Agility is fr broken rn tho

But with no power…

but they can hit you if you run and then you just lose, with defense why run when you can take the hit. glass canons especially because you have like 400hp for there 100hp (scaling)

True

i dont think you are taking into account that by the time warden comes out, there might be better options instead of titanium

i did say i was taking account

this

oh.

There’s a fair bit to get into.

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First - The two presented Builds

The two builds presented are already kinda obsolete given that the existence Vitality armors. And the 3 new stats presented

Most likely bearing decent Defense, Regen and possibly Resistance.

So i would hold off on the Armored enchants on titanium till then.

(Unless you’re making the max defense possible with painite then pop off)


Second - Stat Prioritization

A:

Power is likely to be discarded, unless you’re a Vit Hybrid.

As Wardens, our dmg will scale off how much HP was drained. So any presence of Power is likely not going to be of use. But who knows. . Power might affect Spirit Weps for some stupid reason.

Would help give purpose and put Drawback on the scene. Still absolutely a negative to have, but a useful negative if used properly.

B:

1. Regen:

  • Most likely the most important stat to have and build up, our bread and butter.

  • not only will we dmg ourselves, we will still take dmg from others.

  • It’ll also enable us to dish out more attacks frequently as we can recover faster and quickly from taking decent sized chunks of our hp to attack.

2. Resistance:

  • AP is the bane of our existence anything to reduce it’s effectiveness is pivotal to exist. High Defense is almost guaranteed to be something we’ll have, and the less dmg bonus from AP the better.

3. Defense and Drawback (Potentially):

  • More HP = More dmg.

  • The higher the health drain the more dmg we’ll dish out.

4. Agility, Atk Spd and Intensity:

  • Agility is always nice to have, and with our Dodge Reflex being shorter and 1 time use if Balance Changes go through. It’ll only gain more importance with it’s increased normal dashing distance.

  • Atk Spd and Intensity and going through changes, namely in the nerfs towards Atk Spd. But also the up and coming rework to Intensity, with it’s newfound use to reduce CDs.

    • This will pair nicely with Regen potentially to help dish out attacks more frequently.

5. Size:

  • Size is up in the air on whether it’ll be nice to invest into, or if we even have space to invest into it in the first place.

  • Spirit Weps might dislike or like size, we’ll have to see.


Could probably go into depth for Vit Hybrids but it’s also dependent on how the new Arcanium and FS armor sets turn out.

Knights will likely follow the same thought process as Warden, though they’ll likely have Power up there in terms of prioritization. Assuming they’re more Weps based than Spirit Wep based.

i just hope the damage taken is a set number and not percentile

max ap/power builds are gonna hit like a Yamato-Class battleship against this build :skull:

but they will also only have a little hp

Probably will be important, cuz missing attacks will just steal your health. You cannot just shoot everywhere like you did with other classes and then charge your energy. You will have to land hits for the best effectiveness, so your opponent don’t end up with more health than you.

ı just realized heal potions become so much valuable for wardens