Group dynamics


When playing a warden in groups (or grouping with one) it is usually a good idea to make sure everyone is clear who’s doing what.  This isn’t a bad idea for any group, but I mention it for wardens as there usually is some level of confusion.  I mainly run into this when I’m grouped with either another guard, champ, or even more fun another warden.  In most cases, I’m confident enough that I’ll suggest I be the main tank, and the others can off-tank.  Have the guard throw protection on you and he/she gets your block/parry response effects and then can go into Overpower mode with a Two-hander for DPS.  Both the champ and guard in OP can do better DPS then a warden and are also better at snap taunting anything that gets away.  Although if you’re properly rotating through your agro skills not much should get through.

Now sometimes this changes a bit during boss fights.  Depending on what tricks the boss has up his sleeve, it might make sense for someone else to tank.  For instance, if the boss has lots of very painful inductions that must be interrupted, or corruptions that need to be removed it makes sense for the warden to handle this role while the other class tanks.  When it comes to corruptions and interrupts, wardens are arguably the best class to handle them as we can very quickly spam the appropriate gambit.  One can do all these at the same time, but sometimes it can be tricky and missing one induction/corruption can lead to a wipe.

Also, for very hard hitting single targets guards are usually better main tanks due to their higher mitigations.  In this case, we’ll switch roles and I’ll grab the other trash mobs up while the guard tanks the boss.  It is a good idea for the guard to pull the boss away such that he’s out of range of any AOE taunts, but for the most part it isn’t necessary.  If it is just the boss all alone, I’ll focus on DoTs and spear line attacks as that’s our best DPS while trying not to draw too much agro.

A few group skills to be aware of:

  1. wardens have threat leaches that steal threat from the whole group
  2. burgs have the ability to pump threat to the tank via Provoke
  3. guard’s Challenge the Darkness legendary skill can bump them to the top of the agro list
  4. Champs can both steal and dump agro from/to a single target with Rising/Ebbing Ire

The real issue you’re trying to avoid is multiple people fighting for agro – in most cases if you’re trying to get agro you’re sacrificing something.  So if you have it all agreed on ahead of time your group becomes that much more efficient.

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7 responses to “Group dynamics

  1. As a complete warden noob, I may have a stupid question

    Your leach skill that takes threat from the group. What practical purpose does this skill have in a fellowship? If you were expected to tank I could see it as a big benefit but if you were not the main tank, would you still use it?

    • when not main tank, it probably isn’t as useful although it can help with pulling the adds to you if you’re off-tanking. But you do have to be a little careful such that you don’t pull too much and grab the boss 🙂

  2. Interesting post. I would say that champs are better at interrupts though. Clobber has only a 3 second cool down and you dont have to build up any gambits for it. Just my humble opinion.

    • It is close I’d say – and yes, champs might have a slight edge there and that’s why I did caveat it with arguably 🙂 Even without using our masteries I’d say we can get it off in 3 seconds pretty easily – our interrupt is only a length 2 gambit.

  3. Conviction is very handy even when you are not tanking. Who doesn’t love a 150 morale every 3 sec HoT for 16 seconds? You just have to be wary as to not pull aggro from the main tank. You can also use threat leeches to keep other peoples healing and dps aggro down. Love this class, awesome guide.

    As for interrupts, It is a negligible difference. I’d rather the champ do it if they are available as there is less chance for a screw up if all they have to do is press one button.

    • agreed, the HoT is also a groupwide HoT so it is handy to help out the healers. Good thing to keep up and running during a fight like the Turtle.
      And really the interrupt thing depends on the makeup of the group – my intention was just to say that wardens are as good at that as any class and can handle interrupt duty if need be.
      I really don’t want to start another wardens vs champ discussion, that wasn’t my intent 🙂

  4. Pingback: Starting a Warden « LOTRO Reporter

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