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#7193998 Jan 06, 2013 at 12:26 PM
Council Member
642 Posts
I'm going to outline how I memorized gambits. I'm hoping this makes things easier for those already with wardens and less intimidating for people who might want to start one. After all, the gambit system is probably the biggest factor in scaring people off, as it were.

Memorizing gambits on an individual basis is painful and inefficient. What I did, and what I recommend, is to memorize the patterns instead. Once you figure out the different groups, it is just a matter of how strong of an effect you want. I'll outline the different sets of gambits according to pattern and what they do. I'm not going to go over the minutiae of what every skill does in every stance as it complicates things a great deal, but I will offer some tips and basic information where I see fit.

Terminology: 1 = spear, 2 = shield, 3 = fist (builders). #-#-X means repeat the pattern of the first 2 (or 3) builders.

Self Heals over Time: 2-1-X

One of, if not the, most important group of gambits. There are four tiers of HoTs, starting with 2-1 and ending with 2-1-2-1-2. In Determination and Assailment stances, these are HoTs. In Recklessness only the five-length gambit will heal you. The others are DoTs placed on your target. Sidenote: 2-1 (perseverance) is not worth using once you get 2-1-2 and 2-1-2-1 from a healing perspective, but there is a deed for using it in the mid-levels.

Interrupts: 1-2-X

There are 3 tiers: 1-2, 1-2-1, and 1-2-1-2. 1-2 (the boot) can also knock down the target. 1-2-1 (onslaught) is a decent dps skill when acquired though it is eclipsed later. 1-2-1-2 (wall of steel) buffs you depending on the stance you are in. Note that last I heard, all of these were on separate interruption cooldowns. Although you can use the skills repeatedly, 1-2 can only interrupt every 8s I think it was and longer for the other two (note the new skill they proposed was not implemented). In theory you could interrupt with 1-2, then 1-2-1, then 1-2-1-2 one right after the other.

Single-target Threat: 3-1-X

There are three tiers here as well: 3-1, 3-1-3, 3-1-3-1. Spamming 3-1 is the key to keeping threat at low levels on single targets. 3-1-3-1 has the highest threat, not surprisingly, and is the only one that should be used when you have all three.

Recklessness Bleed Line: 1-2-3-X

Three tiers: 1-2-3, 1-2-3-1, 1-2-3-1-2. Note that in Determination, only 1-2-3-1-2 will cause a bleed. These cause bleeds in Assailment, but no bonus damage iirc. In Recklessness, these have bonus damage, which I will explain now but feel free to skip. When you hit a target with 1-2-3, you cause a bleed and a secondary effect. This secondary effect does nothing unless you hit the target with 1-2-3-1, which consumes the effect and deals extra damage. In turn, 1-2-3-1 applies a similar effect that is consumed by 1-2-3-1-2 and deals more damage.

Assailment Bleed Line: 1-3-X

Three tiers: 1-3, 1-3-1, 1-3-1-3. This is supposed to be the equivalent of the previous entry, but for assailment. I think 1-3 is bugged atm and doesn't apply the debuff effect. Anyway, 1-3-1-3 can knock down a target while in Determination.

Lifetaps: 3-1-2-X (EXCEPTION!)

This almost forms a pattern. The first is 3-1-2, second 3-1-2-3, but the third is 3-1-2-3-2 (instead of 3-1-2-3-1). The first and third place a DoT on up to 10 targets around the warden and the warden is healed a small amount for each target hit while the target is still alive. The second one is a large heal and larger damage, but is not over time. All the healing and damage is done up front and is useful when surrounded and you need a huge boost right away. Also worth noting is that the third is Exultation of Battle, our best threat generation ability.

Fist Damage: 3-2-X

Other than the pattern and damage component, these have relatively little in common. The first (3-2) is an AoE taunt (best AoE at low levels) with DoT and small HoT. The second and third (3-2-3 & 3-2-3-2) are single target, but the second is direct damage while the third is a DoT. Note that 3-2-3 can be built and used while disarmed. The final tier 3-2-3-2-3 is a small AoE (in terms of targets) that causes a DoT and every 4s has a 25% chance to cause a 2s fear.

Threat Leaches: 2-3-2-X

Although there is a 2-3 gambit, it's a lifetap rather than a threat leach so I won't include it here. There are three tiers to this one: 2-3-2, 2-3-2-3, and 2-3-2-3-2. The last one is Conviction, our group heal. The other two are threat leaches & evade buffs in Determination.

Shield Buff: 2-3-1-X

There are only two gambits here. The first increases block, ranged block, and evade for 30s in Determination. The second one (2-3-1-2) does the same but for a minute. They are different buffs in the other stances.

Utility/Buff Line #1: 1-3-2-X

Three tiers. The first (1-3-2) is the odd one out, as it's our corruption removal gambit. The second 1-3-2-1 is Adroit Maneuver, which decreases attack duration by 10%. The last is Warden's Triumph which increases melee damage by 10% (or ranged by 5% in assailment). These really only come up in DPS situations.

Utility/Buff Line #2: 2-3-1-X

Only 2 here. The first is a threat lowering gambit while the second (2-3-1-2) is shield tactics, which prevents stuns for a very short time and increases tactical mitigation. Honestly, I rarely use either one.

Ranged Threat: 3-2-3-1-X

These were added with Rohan and you won't get them until levels 80 and 83. If you aren't anywhere near that level, then forget about them.

They just had to be different

There are two gambits that follow no pattern and are not linked to any other group. The first is Aggression (3-2-1-3) which is our best threat leach ability. The second is The Dark Before Dawn (1-2-1-3-1) and it is a high dps skill that restores a small amount of power up front and 2% max power every 4s for 16s afterward. Note that TDBD is basically the same pattern of the ranged threat group, but reversing 1 and 3.

As usual, comments, questions, and compliments are welcome.
#7200096 Jan 07, 2013 at 06:02 PM
Council Member
212 Posts
Two things- first, this looks really smart. Second, I'm REALLY glad I'm not warden. Kudos to all of you tanks for making this work!
Alluna {RK healer/ Champ}
#7216805 Jan 11, 2013 at 11:39 AM
16 Posts
Thanks, Toiben! The hueristic approach makes a lot of sense.

I like how you only point out a few stance-dependent differences. I'm assuming that it's not worth trying to distinguish gambit by stance except for a handful of exceptions, would you agree?

#7218349 Jan 11, 2013 at 05:35 PM
Council Member
642 Posts
#7216805 Naethromraw wrote:

Thanks, Toiben! The hueristic approach makes a lot of sense.

I like how you only point out a few stance-dependent differences. I'm assuming that it's not worth trying to distinguish gambit by stance except for a handful of exceptions, would you agree?

I would. If you truly want to master a stance, it takes memorizing every little effect and then practicing a whole lot. That's a rabbit hole a beginner does not want to go down. I only know tank stance very well and can do decently enough in the other two.

For the large part though, gambits' main functions don't change much except for the self-heal line. Damage skills still do damage and buffs still buff. The differences come from secondary effects mostly. For one example, Conviction, regardless of stance, is a group HoT. What the secondary effect is changes as follows:

D: Threat leach
R: Physical mastery buff for nearby fellows (smaller range than the heal)
A: -99% threat generation buff for nearby fellows (smaller range)

A lot of skills are like that, so if you just remember things like "Conviction heals" and "power attack hurts," then it works for every stance, most of the time.
#7294430 Jan 26, 2013 at 06:31 PM
Council Member
32 Posts
Much thanks for putting this together! Hope you are well:)