Bastion of the Boondocks: A Warden's Handbook

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Bastion of the Boondocks: A Warden’s Handbook



wizardsjobs4.jpg

So you wish to harness the strength of the Oak, the fury of the Storm, the constancy of the Tides, and the toughness of the enduring Mountain. From the far reaches of the world you stand, ever vigilant in the face of wanton, needless destruction. The Balance must be maintained, and its your task and duty to ensure that it is and always will be.

This Handbook will use the following system for ratings:
Red: You don’t want this.
Purple: Useful only under certain circumstances, otherwise stay far away.
Black: There might be better choices, but this one is solid.
Blue: This will always make you appreciably better.
Sky Blue: If you have trouble reading this because of the color…you want it! Characters are built around these choices.
Gold: There are a few choices that are not only great, they're mandatory.  These choices are pure Gold.

This Handbook covers the following sources:
AV - Adventurer's Vault
AV2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
FRPG - Forgotten Realms Player's Guide
EPG - Eberron Player's Guide MM - Monster Manual
MOTP - Manual of the Planes
MP - Martial Power
AP - Arcane Power
DP - Divine Power
PP - Primal Power
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB3 - Player's Handbook 3




Reference Builds:

[url=http://forums.gleemax.com/showthread.php?t=1164635]Human Warden/Wildrunner (Cannot Fail Saves)[/url] by Sven Stryker

[url=http://forums.gleemax.com/showthread.php?p=18256966#post18256966]Boulder - Dwarf ES Warden/Warlord/Earthfast Brigadier/Legendary General[/url] by MeNsInSaNa

[url=http://forums.gleemax.com/showthread.php?t=1163131]Polearm Wardens!
[/url] by Fastbond

[url=http://forums.gleemax.com/showthread.php?t=1184193]Warderian[/url] by SnarkHunter

[url=http://community.wizards.com/go/thread/view/75882/21929069/Riven_the_Eternal_Defender__Revenant_Dwarf_Warden]Riven the Eternal Defender[/url] by Qorvus

[url=http://community.wizards.com/go/thread/view/75882/22020709/Sloan_-_Earthstrength_Warden:_Horned_Champion,_Demigod_who_will_not_die!]The Tank who will not die![/url] by Claddagh

[url=http://community.wizards.com/go/thread/view/75882/22051569/Crippling_Crush_Warden_-_PEACH]Crushing King of Cold[/url] by Mistwell

[url=http://community.wizards.com/go/thread/view/75882/22079949?sdb=1&pg=last#382832381]Frozen/Thunder Sentinel (Polearm build)[/url] by A_Man_In_Black

[url=http://community.wizards.com/go/thread/view/75882/22084453/Endless_Lightning_Breath_Dragonborn_Warden?sdb=1]Endless Lightning Breath Dragonborn Warden (Polearm build)[/url] by Alcestis

Props to:

lordduskblade for the format and everyone posting

Baseline Mechanics: Guarding the Boondocks


HP, Surges, and Proficiencies

Hit Points – You’re tough. The toughest character in the game.

Healing Surges – Only the Paladin has more surges.

Proficiencies - You get everything you need, just not everything you may want.



Features

Font of Life – You get more inherent saving throws than any other character. Optimize this and you’re basically immune to save ends effects.

Nature’s Wrath – Multi-marking as a free action is kinda a big deal.  On it's own it's the worst and weakest mark of all the defenders.  However, it quickly becomes awesome once you put it into context with what a Warden can do.

Guardian Might (It's impossible to say which is best as they do the Warden's job in different ways.) - All GM's give a stat to AC as well as give a second wind effect.  This is a great feature to build around as you can get multiple uses of second wind, and you can make them minor or free actions as well. 

Earthstrength – Con mod to AC. Con mod to AC again with second wind. Basically when you second wind, nothing can hit your AC.

Wildblood – Wis mod to AC. Marked enemies take a penalty to hit equal to your Wis mod when you use second wind. Basically your allies won’t be hit by enemies you mark when you second wind.

Lifespirit - Wis mod to AC.  You give out a saving throw and healing when you second wind.  This Guardian Might should shine when there is no Leader in the party.

Stormheart - Con mod to AC.  Slide enemies about when you use second wind adding that much more control to a control heavy class.





Races: The Boondock Saints




Races - PHB


Dragonborn – Draconic Arrogance and Con to surges make you a really good Earthstrength or Stormheart Warden. Grow some wings and you're a very solid Warden.

Dwarves – You’re the best at what you do. It’s no surprise that a tough as nails race is among the best at being a tough as nails class. Look no further if going for an uber tough Earthstrength or Stormheart Warden. You're a solid Wildblood or Lifespirit as well, but those short legs of yours aren't winning any races.

Eladrin – You lack that steely toughness and the keen perception to excel at protecting the Boondocks. Fey Step is still awesome and some racial support might make you competent. None of this, however, comes natural to you.  My bias toward all things Eladrin keep them from being red.

Elves– Decent Wildblood or Lifespirit. What you lack in toughness and strength is made up for in quickness of body and mind.  Being able to shift over difficult terrain works to your advantage as well.

Half-Elves– Versatile Mastery and a good Con make you great Earthstrength or Stormheart Wardens. There are many, many great powers to use as Dilettante and Versatile Mastery.

Halflings – Since you like to keep a low profile in combat, being a Warden just doesn’t suit you. If you’re gonna defend, stick to Paladin and Fighter.

Humans – You can do anything, excel at either build, and you can be immune to save ends effects if you want. Among the best of the best.

Tiefling – You seem horrible at this role, but really you’re not that bad. Hellfire Blood can make you among the most accurate of Wardens. You might need to get some heavy armor though. You’re still far better filling other shoes.  There's better support over in the Fighter and Paladin camp sir.



Races - PHB 2


Deva – Your ancient memories and keen perception will serve you well.  Your intellect is useless though.

Gnomes – Hahaha. Gnome Warden. Now there’s an oxymoron.

Goliath
– You’re very tough and strong, two very important qualities. Since you’re so good at being a Barbarian, you could use that power to your advantage. None can stand before your might.

Half-Orc – Like the Goliath, you’re strong and tough. You’re just not as tough. Your quickness can help utilize polearms and heavy blades though. Wardens need as much accuracy as they can get.  The racial power is lackluster for the most part with the Warden.  Racial feats are quite good though.

Shifter, Longtooth – Since you’re gonna take a beating every encounter, your Shifter power will be guaranteed to be put to the test. This is bad news for your enemies. You rank high among the elites.  Awesome choice for WB.

Shifter, Razorclaw – Your Shifter power is great for the same reasons your Longtooth brethren’s is. You’re not quite as strong though. You’re a natural Polearm wielder which is good.



Races - Other


Genasi (FRPG) – Excelling at all things melee, you make a solid Warden. Your intellect won’t help, but your racial powers and feats certainly will. 

Githzerai (D 378/PHB3) – Githzerai get an impressive racial power that synergizes to near perfection here.  Mark of Warding boosts this power as well.  There are many Iron Mind feats that run the gamut from defense to offense.  Dex and Wis make Polearm Momentum easier to qualify for, though you won't be as strong.  When we get a Monk MC feat, Zuoken's Centering will allow Wis to dictate HP's and surges, giving the less tough Wildbloods and Lifespirits a boost, albeit at a cost.

Revenant (D376) - This race is extremely hard to kill.  You can also count as another race for the purposes of meeting prerequisites and you can even gain the racial power with a feat.  Toughness and versatility are two great things that all Wardens would want.  Bonus to Con and Dex makes ES and SH the Guardian Might to take.  Dex isn't a total loss as it can possibly help qualify you for Heavy Blade Mastery, as well as give a minor boost to your weakest defense.  It probably can't boost your Reflex enough to matter however.

Kalashtar (EPG) - While I don't know about their feat support, or if they even have feats lol, I do know that +Wis and Dual Soul work well with the Warden.  If you're under dazed or dominated (save ends) you'll get TWO saves at the start of your turn to shake them off.  I LOVE those odds.  Situational, but very nice.  Being dominated is as bad as it gets.  Bastion of Mental Clarity isn't bad at all as well.  If this race can get more feat support, I'll upgrade it to blue.

Changling (EPG) - This race is a bit too cosmopolitan or metropolitan for me to ever consider it a Warden.

Gnolls (D 367)– Speed and savagery are your forte. You’re usually the very thing the Warden is protecting the Boondocks from though.

Minotaur (D 369/PHB3) – Opportunity Gore makes you the best innate controlling Warden in existence. Your fondness for evisceration leans you toward Barbarian MC.  While you will get good racial feat support with the current Dragon article, this could improve with PHB3.

Orc (MM) – Brutality and savagery make you feared by all. Like the Gnoll, you’re the ones the Wardens usually end up killing.  Lack of support hurts this race the most even though the stats are perfect.

Warforged
(EPG) – Your toughness rivals that of the Dwarf and you’re stronger. Your Warforged Tactics put you solidly among the elite since accuracy is so important. Oh and Immutability + Font of Life is laughably awesome (thanks Starkiller).  This race and the Warden fit perfectly.




Ability Scores: Structure of the Bastion




Strength – Though you do get a few miss effects and effect riders with your powers, you still need to hit with the vast majority. You also need to hit with those OA’s. You need as much Str as you can get without sacrificing everything else.

Constitution – Secondary stat for Earthstrength.

Dexterity – For Polearm and Heavy Blade builds only. Otherwise it’s not needed at all.

Intelligence – Dump and forget it.

Wisdom – Secondary stat for Wildbloods.

Charisma – I’m not seeing why anyone would want Cha. It’s probably Red, but the stat convinced me to make it purple. Ok, I see now why Cha convinced me. Platinum Scales (Sorcerer Utility 22) is just so much win for one encounter (thanks to ppaladin123 for that). Eternal Seeker that power right up! MC Sorcerer + Lorekeeper makes it an encounter power at level 30.


Skills: Means of Vigilance



Skills - Warden Class List

Dungeoneering – Blue if Wildblood I suppose. It’s good to know your foe.

Athletics – You’ll be really good at this skill since you’ll max Str.

Endurance – Endurance may not be used as much as other skills, but it almost always sucks to fail one of these checks.

Heal – It’s good for similar reasons Endurance is. Wildbloods should take this over Endurance.

Intimidate – Its effects can be good, but you’ll most likely not be charismatic enough to pull anything out of this skill.

Nature – Blue if Wildblood. It’s good to know your foe.

Perception
– Wildbloods love this skill above all others. Let’s face it, Perception is the best skill in the game to be good at. Wardens must be vigilant at all times.

The Warden’s Way: Protect at all Costs


[b
Earthstrength[/b]]

ES Wardens are insanely tough so they need to be as sticky as possible.


Pros: Extremely durable, great control and debuffs.  Great feat support.


Cons: Lower overall defenses



[b
Wildblood[/b]]

WB Wardens do mesh well with Rangers if you want to delve into the realm of striking. 


Pros: Higher overall defenses, great control and shiftiness.  Great feat support


Cons: Less durable innately.



[b
Lifespirit[/b]]

This gives the Warden a bit of Leader.  Offering saving throws and access to surges cannot be underestimated.


Pros: Offers saves and healing as second wind as well as many powers, high overall defense.


Cons: Lacks WB movement and damage.



[b
Stormheart[/b]]

Controlling second wind is fun and effective.  This version offers the most overt control over the enemies actions.


Pros: Offers the most the control and toughness.


Cons: Lower Will defense and lacks mobility; harder to use Polearms to their fullest.



 



A note on Second Wind
Wardens are the only other characters other than Dwarves that will use their second wind every encounter. Although it’s still a standard action for non Dwarves, you wield Nature’s Wrath. So even if you spend a turn using second wind as a standard action, you can still mark each adjacent enemy as a free action. So all you’ve lost is one round of possible damage, but you’re still defending the party with multiple marks. And even then it might not be a total loss for damage. If a marked enemy attacks an ally, Warden’s Fury triggers. If the marked enemy moved, and you have reach to hit him (good reach is easy to attain with a Warden), Warden’s Fury still triggers (or just OA him if he didn’t shift). Finally, there are some really good second wind feats for the Warden as well. Couple this with the Warden’s innate second wind bonus and there’s really no reason you shouldn’t be using second wind every encounter whether you’re a Dwarf or not.



Weapon Groups: The Armament



Axes – Bump to Blue for MC Barbarians.

Flails –Triple Headed Flail is +3 prof.  Also, Spiked Chain can combine with Nimble Blade if you take the Spiked Chain Mastery MC feat.  In other words use the +3 prof flails if you wanna use flails.

Hammers – Great for Earthstrength Wardens. Hammer Rhythm remains great.  Some other great feat support has bumped this rating up.

Heavy Blades – +3 prof is the main selling point. Blade Opportunity is nice. Mastery isn’t that important. You’re not here to kill, you’re here to protect and enable killing. Think of the Warden needing to be able to hit the same you way a Taclord needs to hit.

Light Blades – Solid with Nimble Blade. You’re not going to be winning any damaging contests anyway. You need to be able to hit for your mojo to work. Dex 15 won’t be easy to get unless you’re a Dex race.

Maces – Unsupported.

Picks – Unsupported.

Polearms – This is the weapon group you want if you’re not using a shield. 

Spears – Control is the name of the game. Therefore spears are one of the best weapons you can wield. More for Wildbloods of course.

Staffs – There just might be some wacky build out there for a Genasi MC Wizard or vice versa.



Archetypes


Human is assumed to be solid at any archetype.

1. Tank

Guardian Might: Earthblood or Wildblood

Races: Dwarf, Elf, Goliath, Human, Shifter, Warforged

Weapon Types: Heavy Blade, Hammer

Array: Str 16, Con 16/12, Dex 12, Int 8, Wis 12/16, Cha 10

2. Reacher

Guardian Might: Wildblood is better, though Earthstrength can be competent

Races: Dwarf, Elf, Goliath, Half Elf, Human, Shifter, Warforged

Weapon Types: Polearm

Array: Str 16, Con 12/16, Dex 12, Int 8, Wis 16/12, Cha 10

3. Nova Burster

GuardianMight: Earthstrength (Barbarian) or Wildblood (Ranger or Fighter)

Races: Dwarf, Goliath, Human, Half Orc, Minotaur, Shifter, Warforged

Weapon Types: Axe, Hammer, Heavy Blade

Array: Str 16, Con 16/12, Dex 12, Int 8, Wis 12/16, Cha 10

4. Thundergod

Guardian MIght: Any, but Con Wardens might find it difficult to take Polearm Momentum early.  Can use two handed Polearm or Spear/Shield.  Fantastic control when using thunder, Polearm Momentum, Mark of Storm, and any extra push/slide effect.  Naturally, you can wield a lightning weapon and go to town with ownage as well.

Races: Str and Dex or Str and Wis or Wis and Dex

Weapon Types: Polearm and/or Spear

Array: Str 16 Con 11 Dex 13-15 Int 8 Wis 14-16 Cha 10

Str 16 Con 10 Dex 13-15 Int 11 Wis 14-16 Cha 8 (if going for Devoted Orator)

Multiclassing: Building the Perfect Beast


Windrise Ports (D???) - This isn't an MC feat.  It's a Forgotten Realms background that allows you to take two MC's which is quite good for many builds.  I can't be convinced it's broken though.

Warlord (PHB) – Getting extra healing and a skill can’t hurt. Also, Warlord Utilities are made of win. You could do a lot worse.

Cleric (PHB) – Healing 1/day, a skill, and access to Warpriest is a win for the cost of one feat. A great choice for Wildbloods, probably even better for Lifespirits.  Divine Healer is also an option to get in, and it gives Healer's Lore, which will make healing powers more potent.  Every HP counts.

Fighter (PHB) – This gives you even more control which makes Fighter meld perfectly with the Warden. Reaching Wardens benefit the most from this MC. Epic Recovery is another nice perk for all Wardens, as is Eternal Defender ED. Fighter is also great for dual wielding Pit Fighters.

Paladin (PHB) – Divine Power indeed made MC Paladin much more attractive.  The MC feat that gives Virtue's Touch is pretty good.  Great for Lifespirits and Wildbloods that seek divinity.  There are also some amazing Paladin MC feats based off of Wis that make the already tough Warden, even tougher, Honored Foe, unfortunately, is no longer among them.


Avenger (PHB2) - Well, since Windrise Ports exists, Avenger is a great second MC.  I hear Hero of Faith got a kick to the nuts, but you still got Disciple of Divine Wrath.  When I first read Hero of Faith without knowledge of it's update, I kinda freaked.  Anyway, the Oath is obviously great for novas.

Ranger (PHB) – If you’re gonna dual wield, this is the way to go.

Barbarian (PHB 2) – Wardens and Barbarians are yin and yang. Earthstrength Wardens can get some serious nova power from the mighty Barbarian. Also Bear Warrior makes second wind a free action while raging.

Warlock (PHB) – Eldritch Strike, an at-will that slides 1 and can be based on Con, AND COUNTS AS A MELEE BASIC ATTACK, makes this Warlock power a great Half Elf Dilettante, or great reason to PMC. This means Eldritch Strike works with OA's, not to mention White Lotus Riposte Master, which can produce the all important catch-22.  You could also go hybrid, but you lose a lot of Warden features.

Druid (PHB) - The main problem I see with MC Druid is that you gain Wild Shape, which is largely useless for a Warden because you lose your weapon in beast form.  Spiral Wind's Ally is the exception.  It has nothing to do with Wild Shape and can greatly enchance a Lifespirit's healing.  I admit I don't know much about Druids even after reading up a bit about  them, so I could be missing something.

Shaman (PHB) - There are decent options here for a Lifespirit, Great Bear Shaman being the standout.  I think Cleric gives better options for the most part, especially considering Holy Symbols need only be worn, while Totems must be wielded.  I'm sure there are ways around the Totem problem, but I don't know what they are.

Invoker (PHB) - Devoted Orator adds the thunder keyword and a free push to all close attacks.  If you don't mind not being able to use your 11th level features well, you get a huge payoff at level 16, this PP offers incredible control with what could be almost all if not all your powers.


Monk (PHB3) - While the actual MC feat is nonexistant at the moment, I'm quite sure there will great things in store for Wis Wardens when we get it.  I'll keep it black for the moment.


Spiked Chain Training (D372) - Gain proficiency with a +3 reach weapon that can become a light blade double weapon is kinda awesome.  It gets even better when you grab the threatening reach stance.  Windrise Ports also allows you to MC a real class as well.  There's nothing here that the Warden doesn't like.


Powers - Heroic Tier: The Rampart

 



Level 1 At Will
Note: Warden's Fury and Warden's Grasp are Class Features and need not be selected. You get them automatically in addition to any of the other at-wills you select.

Warden's Fury- Since this works with your reach, polearms are extremely good weapons for the Warden. This really makes an enemy pay for not attacking you as the target grants CA to your allies if you hit. The fact it targets Fort just means you need all the accuracy you can get.


Warden's Grasp- This one has limited use and power, but will come in handy now and then.


Earth Shield Strike (PHB 2) - Mark of Warding is pretty much what makes this power tick, and you should be taking Mark of Warding.  I didn't really care for this prior to Mark of Warding, but now it's quite solid.  If you can't take Mark of Warding because it's an Eberron feat, punch your DM in the face.Innocent


Strength of Stone (PHB 2) - THP's are never a bad thing. However you're already the baddest mofo in the valley when it comes to toughness and resilience. This becomes better the lower your AC is. Well, it's actually really good even if you have high AC. This is a great choice for a Human's third at-will.


Thorn Strike (PHB 2) - At Melee 2 even a sword and board Warden can force opponents to deal with him. Once you're adjacent to a Warden, good luck trying to get away. Since you should be in Form of Winter's Herald as often as possible, Thorn Strike can reign in any stragglers that aren't in your zone of ice. Of course, you can just move over to them, but you want the other enemies that are already in the zone to stay there as well. This power minimizes your movement.  The limit on Melee 2 could possibly cramp your style at higher level when your reach can increase well beyond two squares.


Weight of Earth (PHB 2) - Slowing enemies at will is just win. Combine with Sudden Roots and Form of Winter's Herald and you pose a challenge for any enemy to try to move away from you. 


Resilience of Life (PP) - Good for your buddy if your marked target continues to beat on him.  Only very dumb monsters should be doing this though, so I'm not sure how it'd fare in practice. 


Tempest Assault (PP) - The thunder keyword gives access to Solid Sound and Echoes of Thunder, two really good feats.  I don't think Solid Sound would work with Mark of Warding, as it's the feat that's giving the bonus to defense.  Someone prove me wrong please.Smile  Okay, why didn't anybody tell how awesome Mark of Storm is?  For the Warden that wants At Will control, this is the power for you.


Warden's Lunge (D 379) - This one allows charges and marks the target on a hit.  Automatic for Warden chargers.


Level 1 Encounter
Earth Spike (PHB 2) - Decent, but the other powers are better.

Hungry Earth (PHB 2) - Situational, but stellar in choke points.  Difficult terrain out to only one sqaure just isn't that effective unfortunately due to the pesky rules.


Thunder Ram Assault (PHB 2) - With a Controlling weapon you can swap a push/pull for a slide. This means you can bring one guy to you and push the others away, thus isolating the enemy from his allies, while simultaneously surrounding the poor bastard with your allies.  Thunder keyword remains awesome.  Even when pushing everyone it isn't bad at all, especially with Polearm Momentum.


Wild Blood Frenzy (PHB 2) - A mini Rain of Blows but without the possible 3rd attack.  Really good for WB's, and decent for everyone else.  It can't match the control of some of the other powers though.


Gale Strike (PP) - This can kill minions.  The slide rider for SH is unfortunate.  It'd be better with WB or LS.


Grasping Winds (PP) - Kind of a reverse version of Thunder Ram Assault, but in a burst.  I think at very low levels this is a bit better, but once you get a controlling weapon, TRA pulls ahead.  Obviously there's synergy here with Polearm Momentum.


Rending Fury (PP) - Nothing will make your mark attack you like imposing a stiff penalty to hit on it.  Good single target control here


Roots of Stone (PP) - This plus marking means your enemies aren't going anywhere for a round.  ES Wardens seal this already sure thing.


Warden's Sacrifice (PP) - Enemies won't like giving out THP to your allies.  You really gotta be on top of your game to keep enemies attacking you.  On the other hand, if you want or need a respite, this power will entice enemies to not attack you.  Handle with care.


Storm Throw (D 379) - A rare ranged Warden power, but kinda lackluster.


Level 1 Daily
It's essential you use a  Form in every combat possible.  Salves of Power enable this. 

Form of the Fearsome Ram (PHB 2) - Giving a push with at-wills is much better than I originally gave it credit. I'm still not a fan of pushes for Wardens in most circumstances, but this Form combined with Polearm Momentum is very good. You can then combine with Polearm Master, and/or get Rushing Cleats, Spear Push etc, and you're proning quite often. Reel them back in with Thorn Strike when you can, or try to get Eldritch Strike somehow. If you can get threatening reach often and Eldritch Strike or Footwork Lure this Form becomes as awesome as Winter's Herald if not moreso. You knock them away only to reel them in when they provoke inside your threatening reach. On a different note, Barbarians/Chargers that MC Warden, do so just to get this chargtastic power.


Form of the Relentless Panther (PHB 2) - A boost to accuracy vs marked enemies and the ability to shift two squares as a move action is fantastic for Wildbloods. The bonus to Reflex is just icing on the cake, as Reflex will always be your one weakness. I also want to mention that this form is great for chargers. The two square shift sets up charges nicely.


Form of the Willow Sentinel (PHB 2) - Immunity to being moved around? Awesome. Giving allies a power bonus to Fort while they're adjacent? Solid. An Immediate Interrupt attack that nearly guarantees the enemy will miss your ally? Gold.  Ok maybe not gold, but the next Form is gold.


Form of Winter's Herald (PHB 2)- It just doesn't get any better and you couldn't ask for more. Creating difficult terrain out to two squares around you is fantastic. Having that difficult terrain move with you is just...words fail me. You also get AC and an attack that immobilizes multiple enemies. Weight of Earth and Sudden Roots pretty much ensures no enemy can escape you. Form of Winter's Herald should stay with you for a very long time. Salves of Power can ensure you're in this Form often to all the time. This power can't be rated high enough.


Note: While this power might not be mandatory as say Weapon Expertise, I will be mentioning it a lot.  When you see it mentioned it is to drive home the point that difficult terrain and anti-shifting are your best tools that enable you to protect the party.  Wardens have more of these powers than they used to, so Winter's Herald isn't mandatory, though it will probably be your most used Form for most of your career.


 


Form of the Fanged Serpent (PP) - Moving along...


Form of the Faultless Tracker (PP) - It's not a bad Form, but doesn't measure up to Winter's Herald or Fearsome Ram.


Form of the Laughing Killer (PP) - I'm very unimpressed so far with these PP forms.


Form of Mountain's Thunder (PP) - Ok here's a Form that's worth considering.  An untyped +2 to AC with Mark of Warding, combined with Earth Shield Grasp or any other of the many Warden AC boosters and this is a considerable boost to AC (+4 to those not paying attention).  It also has once per round minion killing and a proning close burst attack.  This could rival Winter's Herald in the right party.


Form the Swamp Hunter (PP) - Gah...some real stinkers from PP, save Mountain's Thunder


Level 2 Utility
Eyes of the Hawk (PHB 2) - A very high boost to a Perception check. Great for finding tracks and spotting stealthed enemies.

Mountain Lion Step (PHB 2) - Situational but quite good.  Ignoring difficult terrain is good.


Nature's Abundance (PHB 2) - Cover for you and your allies for the entire encounter in a large area. In small rooms this power is amazing. The bigger the room the less powerful it is.


Triumphant Vigor (PHB 2)- Decent healing, but a little too situational as you don't deal that much damage. Striker hybrids will dig this power though. 


Erupting Font (PP) - Woah, make a save with Font of Life and pretty much mark everyone lol.  With Mark of Warding, there's gonna be some allies that won't get hit, but more than likely expect quite a few attacks to come your way.  ES Wardens...SECOND WIND NOW!


Guardian Thorns (PP) - More incentive for the enemy to attack you.  Minion killer.


Warden's Tempest (PP) - Melee 1 and no weapon keyword kills this for me.


Warding Toucher (PP) - When you absolutely, positively don't want an enemy to attack your ally's AC...here's your answer.  Of course your AC is gone now.


Skill Powers
Bounding Leap (D379/PHB3) - Athletics.  This jump can exceed your movement, so once you can make a check that can reliably move your farther than your speed, it becomes a good power.

Scrambling Climb (D379/PHB3) - Athletics.  If you find yourself needing to climb a lot, this power enables you to climb fast for one turn.


Otherwordly Lore (D379/PHB3) - Dungeoneering.  Give an ally a bonus to hit an aberrant creature when you make a monster knowledge check.  Great if you fight aberrants often, so this one can be a bit situational.


Eyes of the Deep Delver (D379/PHB3) - Dungeoneering.  Blindsight 10 for a limited time.  Situational, but awesome in those situations.


Endure Pain (D379/PHB3) - Endurance.  Interrupt to gain a high resistance to all damage until the end of your next turn.  Endurance gets better.


Invigorating Presence (D379/PHB3) - Endurance.  Second Wind to give allies a stout amount of THP.  I love Endurance.


Ominous Threat (D379/PHB3) - Intimidate.  Mark a target for free when you hit it and remove an existing mark on an ally.  Not bad since it's an encounter power.


Nature Sense (D379/PHB3) - Nature.  Get a serious boost to initative and your allies also get a serious boost to all defenses in the first round of combat.  Since all Wardens have Nature, all Wardens can take this, though Wis Wardens benefit more with the initiative.


Far Sight (D379/PHB3) - Perception.  This one's for ranged attacks so it's not for you.



Level 3, Encounter
Burst of Earth's Fury (PHB 2) - This makes you stickier temporarily, which is always a good thing.

Earthgrasp Strikep (PHB 2) - You probably just killed the target indirectly if you're an ES Warden.  Other Wardens get more out of other powers.

Predatory Guardian (PHB 2) - One of your answers to a shifting enemy. There are better answers though.

Thundering Strike (PHB2) - Dazing means your enemy isn't going anywhere.  The thunder keyword rocks.

Guardian Shock Wave (PP) - I'm sure this can be utilized well with a tactical mind.  Not stellar, but I can see the applications of this power in certain situations.

Pressing Attack (PP) - The big movement WB's get here is the key to this power not completely sucking.

Rough Strike (PP) - WTF.  A Weight of Earth that deals more damage?  Pass.

Strongskin Clash (PP) - This power is amazing for a Lifespirit Warden.  It's an automatic pick when you have multiple melee in your party.

Violent Bolt (PP) - An attack vs. Reflex that can prone and/or tack on some damage if you're a Stormheart.

Level 5, Daily
Boo, no Polymorphs, but you can take another level 1 Daily here. Then again there's some good stuff here...

Storm Strike (PHB 2) - Good control to get pesky enemies adjacent.  Polearm Momentum makes this power awesome.  Even on a miss you can slide and knock them prone with some Rushing Cleats.  That's control right there.


Hail of Thorns (PHB 2) - Decent...guaranteed slow (save ends) to all enemies in a close blast 3. Tack on some ongoing poison damage if you hit. Vs. Reflex to boot. Solid.


Thunder Step (PHB 2) - Auto daze vs Reflex is solid single target control. Toss in some teleport and you got yourself a fun power. Thunder keyword too.


Winter's Grip (PHB 2) - Ah the torture that this can cause your enemies! Constant auto damage ruins the days of your enemies. Persist with a minor action.  Solid power when you can keep enemies in the zone.  In other words party makeup/tactics is contingent on this being good.


Clutching Mire (PP) - Auto slow in blast 3 that creates a zone that your party can fight around.  I overlooked the part about "zone persists".  This makes this power much better.


Earth-Shaking Rend (PP) - Auto prone in blast 3 that creates a zone that prones.  It probably depends on your party makeup as to which one is better.


Lifebind Attack (PP) - Yikes...this is an awesome mark effect for a Solo.  It guarantees it'll attack you the entire encounter.  Your allies can strike with impunity.


Rampant Forest (PP) - Man these dailies are good.  This one is the best.  The bigger the target, the bigger the difficult terrain you create is since it counts the targets space as difficult terrain.  Rereading this, I see it only affects enemies anyway which makes this power incredible.  Also this terrain sprouts each time you hit an enemy for the first time.  That's a ton of difficult terrain your enemies will have to deal with.  The terrain stays in place, but this can easily be used to your advantage.  This power can't be rated high enough.


Wellspring Strike (PP) - This power become better relative to the amount of healing you don't have from your allies, ie it's only good if you don't have a Leader for whatever reason.



Level 6, Utility
Bear's Endurance (PHB 2) - Non surge healing is the best kind of healing. Immediate Interrupt when reduced to 0 non surge healing is just too good to be true.

Earthguard (PHB 2) - One of your few Stances and it's a good one. This would stack with a Form and a Rage.  With Mark of Warding you get an impressive +2 to all defenses for the entire encounter.

Sea Stride (PHB 2) - Well I imagine it'd be great if you were a seafaring Warden, otherwise, well...it won't see much use.

Wildborne Step (PHB 2) - This is an alright power, but it competes with two great powers.

Returning the Gift (PP) - Getting more out of buffs or healing is never a bad thing.  This one really depends on the power the ally is giving out, so mileage varies greatly.  It's at least a solid choice that can become great.

Soothing Wind (PP) - Minor action second wind + additional healing = win.

Treacherous Ice (PP) - This makes you very sticky now dunnit?  Disallowing shifting is one of the problems a non Winter's Heralded Warden faces.  This can rectify that.

Wilding Strength (PP) - While I do advocate accuracy with a Warden, this power just competes with too much good stuff to be blue.

Wrathful Mastery (PP) - This power, for instance, is better than Wilding Strength in every way.  This can give an ES or a SH Warden a huge boost to accuracy and a good boost to damage.  This already great power becomes automatic for Nova Bursters.

Skill Powers

Mighty Sprint (D379/PHB3) - Athletics.  Cover some distance while ignoring terrain and gain a bonus to Athletics on the way.

Demoralize Foe (D379/PHB3) - Intimidate.  Hit an enemy and reduce his accuracy on attacks aimed at you.

Practiced Rider (D379/PHB3) - Nature.  If you're gonna ride a mount often this power is ok.  It's at will, but the competition here probably makes this an unlikely choice.  I never got up to speed on how effective mounts are though, so it might be better than I'm giving it credit for.

Guided Shot (D379/PHB3) - Perception.  Allowing an ally to reroll a missed AC attack and allow it to target Reflex is great for an encounter power.  Lifespirits who want to Leader it up could do much worse than this power.

 
Level 7, Encounter
Earth Gift (PHB 2) - A bit too generic for my tastes.

Mountain Hammer (PHB 2) - ES Wardens impose a stiff penalty to the target's melee attacks. This will make the enemy impotent for a round.

Stalker's Positioning (PHB 2) - Hilarious domino effect with this power and PolearmMomemtum + extra slide. Greatness.

Thorn Burst (PHB 2) - Very meh.  No sir, don't like it.

Angry Spirits (PP) - Str vs Will in a close burst 2.  Too bad it only deals meaningless damage.  This power could've been amazing with some control aspect.

Guardian's Pounce (PP) - I'm a big fan of out of turn actions.  WB's can come from far away, smack the enemy and impose a stiff penalty to its attacks.  The reaction will occur before the enemy attacks so the penalty will be in effect.  Superb.

Mountain's Stature (PP) - Awesome reach here that can pull your target away from something you don't want it to be near.

Sheltering Storm (PP) - Sets up an immediate interrupt as an effect that Lifespirits will love.  It's good for other Wardens too.

Winter's Claws (PP) - I'm not sure I get single target Warden powers that slow.  You can do this at will after all.  Stormheart does provide some minion killiing though.

Limbs of the Tree Spider
(D 379) - Big burst, but it deals only damage and doesn't even deal damage to everyone in the burst.  Pass.


Level 9, Daily
Form of the Oak Sentinel (PHB 2) - Reach +1 and auto damage when enemies hit you. The immediate interrupt attack that makes you the new target of the enemy's attack rules. Awesome Form here. PS: Tack on a Rage that deals damage when you get hit and you're really punishing the enemy for hitting you.  Also White Lotus Riposte Master would rock here if you can get a hold of Eldritch Blast.

Form of the Frenzied Wolverine
(PHB 2) - This does give minor action second wind and increased accuacy agaisnt bloodied enemies.

Form of the Stone Sentinel
(PHB 2) - Healing and Con based regeneration. Solid Form without a doubt for ES and SH Wardens.

Form of the Storm Eagle (PHB 2) - I guess limited flight is good and the attack auto dazes so all is not lost here. Oak and Stone Sentinel are just better.

Form of the Sirocco (PP) - Resist all, mobility, and blinding make this a solid choice.  Too bad for the Sirocco competes with better Forms.

Form of the Flame Snake (PP) - Mediocre Form.  The AC boost and fire attack can be made better with feats/items.

Form of the Hunting Shark
(PP) - I suppose it might not be worthless in an aquatic campaign.  Otherwise, I'm not seeing or feeling it here.

Form of the Paradise's Bounty (PP) - Boost to Fort and extra healing for allies.  The attack is only thing making this not a stinker.  Paradise's Bounty indeed...

Form of the Stalwart Mastodon
(PP) - Boost to all defenses, meaning Mark of Warding kicks in.  The extra push and slide rocks too.  The attack is ok, though it's only Melee 1.  This is a good controlling choice here.


Level 10, Utility
Earthstride (PHB 2) - Yep ES and SH Wardens will benefit, but there is some stellar competition.

Returning Strength (PHB 2) - More good healing.  You can take this if access to surges is limited, ie no Leader.

Shield of Stone (PHB 2) - Your ally will love you.  Resist 5 all and +3 AC (Mark of Warding) ftw.

Warding Vines (PHB 2) - In small rooms is there a better power? Also if you have a Controller that can keep the fight inside this zone...well, you win. Am I over rating this?

Bond of Shared Pain (PP) - For those times when your ally needs to not take damage period.

Elemental Warding (PP) - The versatility and frequency of this power make it a solid choice.

Guardian's Attack (PP) - This one's especially good for the immediate action attacks that some Forms give.

Shared Font of Life (PP) - Extra saving throws for the party are always good to have, though you may not need them every encounter.  When you need them, you're very glad you have them.  You'll have one every encounter with this power.

Spiritual Rejuvenation (PP) - Since we love to second wind here, regaining its use is obviously awesome.  Taking the epic martial feat that allows you one more use of second wind means you can second wind three times in one encounter per day.  The second win usage doesn't stop there, as there is an item that allows an extra Second Wind.  Win.

Entangling Shield (D 379) - This power is competing with some really good choices here.  It doesn't pass muster.

Skill Powers
Trap Sense (D379/PHB3) - Dungeoneering.  This Dungeoneering skills are cool, but situational.  Since the attack is probably going to miss you, you can redirect it to an adjacent enemy.

Snap Out of It (D379/PHB3) - Intimidate.  Give an ally a saving throw against nasty status effects.  Saving throw generators are never bad.

Spot the Path (D379/PHB3) - Nature.  You and all allies can ignore difficult terrain for a short time.  Probably just long enough to set each other up. 

Uncanny Instincts (D379/PHB3) - Perception.  You and an ally can use your Perception instead of the initiative result.  This could go a long way in dictating the pace of one combat per day.



Powers - Paragon Tier: The Bulwark



Level 13, Encounter

Creeper's Grasp (PHB2) - Vs. Reflex immobilization. Pretty good.

Icy Shards
(PHB2) - I'm not a fan of powers that have secondary attacks that deal weak damage. Gets better with Lasting Frost + Wintertouced which is, of course, a great option for the Warden.

Ponderous Strike
(PHB2) - Not bad, but Creeper's Grasp is better. This becomes blue if you can get Eldritch Strike somehow. If the enemy tries to shift, you give him an OA and slide him away from where he really wanted to go.  The OA is proked even on a miss for the ES.

Sunburst Strike
(PHB2) - Good setup for your Striker buddy. Or you if you're a striker type.  Blinding is good stuff.

Erupting Vines
(PP) - Though not as accurate as Creeper's Grasp, the payoff is much better, especially if you're ES.

Healing Harvest
(PP) - Potentially awesome healing with multi-attack allies.  Life Wardens enable the hits too.

Mark of Talons (PP) - Offers good mobility for WB's, though it's a pretty lackluster power.

Rumbling Doom (PP) - Thunder keyword so it can't be horrible.  Deafened isn't the best status effect around, but the residual lightning damage could payoff and make this power click. 

Sacrificial Strike (PP) - LS Wardens can give out a decent amount of THP with this.

Stormhowler's Strike
(PP) - Though in thoery the enemies can move and do what they want on their turn, they're still compelled to return inside the zone, being placed wherever you choose inside.  This would be nice with a power that has an effect when enemies start your turn adjacent to you.  It targets only enemies as well.

Stalactite Hook (D379) - At Melee 2 it's good for non Reachers.


Level 15, Daily

Form of Summer Fire (PHB 2) - Meh unless you can get multi-attacks from another class.  The burst attack is big and would be nice against anything vulnerable to fire.

Form of the Charging Boar (PHB 2) - A good boost to defense and a solid control attack.  There's gotta be better stuff out there though.

Form of the Rowan Sentinel
(PHB 2) - Reach +1 and auto marking in a big area. Auto dazing attack rounds out this reach friendly Form.
Form of the Stonecrusher
(PHB 2) - Good bonus to AC (never forget Mark of WardingLaughing), resistance to forced movement and an AWESOME controlling attack. Auto prone with a chance for immobilization on top!

Form of the Avalanche Unleashed
(PP) - Remember Stormhowler's Strike?  Here's a decent combo with it.  If you hit with the attack and can impose a save penalty, then that enemy is very dead.

Form of the Crushing Mountain
(PP) - My first reading of this I was unimpressed.  Looking at it again, it became apparent why it's good.  Disallowing shifts mean the enemy has to move away using a movement that provokes an OA (ok teleportation gets them away as well).  With Sudden Roots it's slowed on a hit, which means it just used one move action to move one square.  The attack can be used to reel in those foolish enough to move away, or bring more adjacent to you.  This form also gives out +3 AC with Mark of Warding, allowing more enemies to be adjacent.  I'm embarassed I thought this power sucked on first reading.  Take it and Winter's Herald.

Form of the Hunting Tiger (PP) - This shores up your weakest defense and increase speed, two things that are valuable to many Wardens.

Form of the Sand Sentinel (PP) - This Form just doesn't measure up at all.

Form of the Windstorm's Wrath
(PP) - Boosts two NAD's and protects allies adjacent to you.  The attack power is awesome incarnate and makes this power one of the best of its level.  The attack isn't quite as reliable as Stonecrusher's, but's amazing when your attacks hit.


Level 16, Utility

Cleansing Earth (PHB 2) - Want to be immune to the first nasty save ends attack that hits you in an encounter? This power leads you on that path.

Monkey's Grip (PHB 2) - Well they didn't give us very good at will utilities did they? It's not that bad actually, but compared to Cleansing Earth it's a joke. I could be missing something here?

Primal Leap (PHB 2) - Able to leap tall buildings in a single bound... With Str 28 this power is like rolling a 75 on your Athletics check with a running start. Yep you can jump 75 feet with this power...automatically. At least 75 feet. Getting your speed beyond 6 increases the distance.

Verdant Life (PHB 2) - Two surges for the price of one minor action is a deal.

Fortress of Stone (PP) - Protect that squishy from melee attacks from Med sized or smaller enemies, while holding the front line.  If you have no squishy in your party, this power is marginal at best.

Invigorating Presence (PP) - Another power that is useful with no Leader.  It's still alright with a Leader, but I'm assuming you have a Leader.

Masking Fog (PP) - Persistable but diminishing concealment kinda rocks.  It's competing with some good powers here though.  It comes back to party makeup again.  It always comes back to party makeup.  This one's good when your Leader can't or doesn't give out defensive buffs.  The Warden's good like that.  There are a lot of defensive buffs in the Warden's arsenal which compliment an offensive minded Leader well.

Sun Fire Guardian ??? (PP) - I'm unsure if this power is good or not.  It's unclear to me whether the enemy is blinded before the attack roll is resolved or not.  If it occurs before, this power is freaking stellar in that it can potentially negate multiple attacks per encounter.  If it occurs after then I'm not sure that it's worth the ink that was used to print it because it's only blinded until the end of its turn.  I guess this would be ok if the enemy had multiple attacks, but most monsters don't.  So it's either sky blue or red.

Warden's Refusal (PP) - Yeah, this could potentially negate an attack as well depending on the monster.

Vine Poultice (D 379) - Minor action healing and saves vs all effects can't be bad.

Skill Powers

Diehard (D379/PHB3) - Endurance.  Being dazed while you're supposed to be dying can be a fair trade off.


Level 17, Encounter

Call Forth the Harvest (PHB 2) - Secondary area attacks that impose conditions vs Reflex are awesome even if they do slow.

Eager Vine Strike (PHB 2) - The Death Sentence of Nova Setup. Get this one off and your targets lifespan has been drastically reduced. Awesome power and pretty much mandatory as I see it for ES.

Earth's Hold Rebuke (PHB 2) - Surge healing encounter powers are pretty good.  ES and SH Wardens will have tons of surges after all.

Razorleaf Cut (PHB 2) - Weakened enemies are seriously neutered. Note that it targets Fort so choose your target accordingly.

Flames of Life (PP) - This is some good healing in the hands of a Life Warden assuming both attacks hit.

Leap of the Relentless Hunter (PP) - With extra sliding and possibly Polearm Momentum, you just saved a hit going onto your ally.  Note that it is Melee 1, so you're gonna need to shift adjacent.

Rough Advantage (PP) - Compared to Eager Vine Strike, this power is a joke.

Warden's Lure (PP) - Man this is so good with Polearm Momentum.  Fanstastic control here.  This power is incredible.  Nuff said.

Windy Assault (PP) - I'm not seeing how this compares to Warden's Lure even with the SH rider.

Reckless Ram Assualt (D 379) - Meh.

Level 19, Daily

Blizzard Strike (PHB 2) - Notice all the auto slowing and dazing? It's awesome isn't it? This one potentially auto slows a lot of targets. Your primary target will be in a bad way if you can impose some saving throw penalties.

Dire Beast Assault (PHB 2) - What is this lackluster power doing among such greatness?

Lightning Barrage (PHB 2) - Auto daze close burst 1. Love it.

Thundering Bolts (PHB 2) - Auto prone close blast 3. Um...Well?  Thunder keyword makes this power rock for sure.

Creeping Brambles (PP) - Auto slowing zone that provides cover, persists, and can be moved.  Oh and it damages enemies.  These non Form powers are greatness.  Too bad they compete with Forms.

Howl of Wrath (PP) - Mass immobilization if you hit, otherwise it slows.  The huge area makes this one worth a look.

Sparking Strike (PP) - A cool catch 22 that can wipe out a lot of minions.

Warding Smash (PP) - Certainly not better than many of the non Forms, and absolutely cannot compare to Forms.  Otherwise this is a pretty cool power.

Land Shark Charge (D 379) - This is better than most of the powers of the article.  It does auto prone and give bonuses to defenses as an effect.  Chargers may or may not want this.  Everyone else should probably pass.

Powers - Epic Tier: The Boondock Bastion

Level 22, Utility

Eagle's Wings (PHB 2) - Flight with hovering for the entire encounter. Solid, but there are better powers for a Warden. Flying with hovering is quite awesome vs flying enemies. Force them to the ground to fight on your terms. This one is also fantastic for other classes, especially ranged attackers.

Panacea (PHB 2) - Well, well, well this is certainly a substantial boost to saves for the entire encounter. It also generates a saving throw as well with the bonus. With just a Nullifying Ring that's +7 to saves for the entire encounter.

Renewal (PHB 2) - Get back those crazy MC nova powers like Storm of Blades. This is a great nova enabler. It's not too bad when used with some of the choice Warden encounter powers either.

Wellspring of Life (PHB 2) - Surge healing and a high regeneration rate. That speaks for itself.

A Scattering of Ashes
(PP) - This can't compare to the other Utility 22's.

Channeled Vitality (PP) - This can add a substantial amount of THP in addition to a once per round 2[W] on a hit.  It's pretty good, but not top notch.

Debilitating Word (PP) - Tacking on 10 damage per hit to an allies' or your own nova is scary stuff.  It's horrifying with a party wide super nova.

Strength From Death (PP) - This doesn't pass muster.  The HP's regained just aren't enough for this level.  The only thing going for this is it's encounter frequency and immediate action speed.  Still, it needed to heal more damage.

Primal Cascade (D 379) - This is not as good as over half the Utility 22's here.

Level 23, Encounter

Guardian's Wrath (PHB 2) - Damn good if you have HBO or Eldritch Strike. However few enemies will attack an ally when under the effect of this power, unless you're an Earthstrength Warden that just used his second wind. If they do attack your ally, they get the OA and a Warden's Fury for their trouble. If they do attack you, they're gonna miss since your AC is sky high.  If you have White Lotus Riposte, they're screwed.

Nature's Ally (PHB 2) - An Epic power should do more than this.

Startling Savagery (PHB 2) - If you hit you get a substantial bonus to hit. A solid nova setup for the Wildblood MC Ranger/Fighter.

Whirlwind Assault (PHB 2) - Even with Mark of Warding, this power isn't epic.

Darkforest Vines (PP) - Here's the control that should come with Warden powers.  Ruin the target's day and slow and deal some poison to all enemies nearby. 

Desert Winds
(PP) - I like the zones that Wardens can create.  This one rocks.  It blinds enemies within and blocks other enemy's line of sight.  Tack on damage and call it epic.

Primal Rebuke (PP) - A single target strike that pretty much ensures the target will remain adjacent if it already is.  It most likely won't move adjacent to you or allies either considering the repucussions.  Lifespirit offers saves for everyone too.  Many enemies will be Large or larger, so they won't have to move adjacent to hurt you or your allies.

Snowy Grasp (PP) - Solid power as it slows all your marks and immobilizes the target.  The cold damage that the Stormheart can dish out can be augment by Frostcheese naturally.

Sky's Reach (PP) - Well, well this can certainly bring/move two enemies from way downtown to where you want them to be.


Level 25, Daily

Form of the Blood Wolf (PHB 2) - This Form might get ugly with a Moonstalker Shifter. MC Ranger and rip your enemies to shreds.

Form of the Displacer Beast (PHB 2) - A bit too unreliable in my opinion. Perhaps there's something out there that makes this better?  The two hit attack isn't the worst thing in the world.

Form of the Jungle Lord
(PHB 2) - Fantastic control for the Reacher. Sliding enemies (sliding that stacks btw) on a hit is about as good as it gets.

Form of the Autumn Reaper
(PHB 2) - This tacks some necrotic damage to those inclined to nova. It also gives reach +1.
Form of Earth's Beneficence (PP) - You're here to protect the Earth and this is thanks you get?  I think the Earth can do better than this.  This is a level 25 power for crying out loud!

Form of the Entangling Spider (PP) - Winter's Herald's update, but by now you're probably facing a lot of flyers.  Ground them if possible and keep them in the zone of difficult terrain.  If you can keep flyers on the ground, this power is sky blue and gold.

Form of the Night Hunter (PP) - Encounter long flight and a good bonus to hit will probably serve you better at this level than Entangling Spider will.  I haven't played Epic yet so I'm not sure this is right or not.

Form of the Shifting Ancestor (PP) - This Form gives out some good bonuses, but unfortunately you can only have one of them at a time.  It's still pretty good for some battles.

Form of the World Forger (PP) - I'm digging this one.  Good AC bonus for you and allies, and the power could deal some pain if you or your party can make the targets vulnerable to fire while reducing their saves.


Level 27, Encounter

Earth Tomb (PHB 2) - A Grasping weapon and the feat Pin Down and you just ruined your enemy's day. Really any proning attack + Grasping + Pin Down ruins your enemy's day. He's also going for quite a ride with the slide from the ES Warden.

Guardian's Storm (PHB 2) - Lightning damage to the face if your enemy moves under this power's effect. That's a good reason for it not to move.

Screaming Wind Strike (PHB 2) - Stun vs Reflex. Stun Orcus from outside his reach and watch him die. Laugh your ass off.

Weight of the Mountain (PHB2) - Auto slowing in a massive area. It's awesome, but it's got some competition.

Blood of Nature's Foes (PP) - It's looking like you could potentially mark everything on the battlefield with this power.

Glacial Hammer (PP) - Your targets are now just waiting to die after this setup.

Lightning Explosion (PP) - Good control here, but what's up with that weak Stormheart rider?  A tiny bit of extra damage is kind of insulting once you get to Epic level.

Ravenous Earth (PP) - I see better powers here.

Sacrificial Assault ??? (PP) - Some ally is gonna get a nice defensive buff.  The more enemies that attack you, the higher the defenses go for your ally.  Or maybe not.  I'm a bit rusty on my stacking rules for 4E.

Strengthening Gift (PP) - Weak.  You could be doing this at level 1.

Level 29, Daily

Form of the Chimera (PHB 2) - I'm not seeing why this is that good save negating CA from enemies that flank you.  Form the Fearsome Ram, a level 1 Form, is doing the same job with the charge rider and can be reloaded with Salves of Power.

Form of Spring Renewal (PHB 2) - Flying with hover is great when you face flying enemies. That way you can bring them to the ground to fight on your terms. If you expect to fight a ton of annoying flyers, this will even the score. Btw do stunned creatures fall if they're flying?  The attack stuns you for a large payoff.  Any way to gain immunity to stun?

Form of the Starmetal Warrior (PHB 2) - Or you could just take Starmetal Warrior. Great bonus to AC and lock flyers down. Any flyer that doesn't have hover and doesn't move 2 squares...crashes. Owned.

Form of the Soul Serpent (PHB 2) - Good defensive bonus and tremorsense. The attack is what makes this so good. Great control on a hit and auto daze in a large area.

Form of the Grim Harvester (PP) - This Form will increase your overall damage for the encounter.  The larger your reach, the better the free attacks get.  The attack will enable novas to finish off an enemy quick.

Form of the Imperious Phoenix (PP) - Flight, hover, resistances, and an absolutely awesome epic attack.  The CB words the attack differently than Primal Power.  CB's wording is very confusing.  I'm gonna stick with Primal Power's logical immediate interrupt version.  If you have some "don't quite die" ED feature, use it with this attack as long as it's not an immediate interrupt.

Form of the Thunderstorm (PP) - Probably the most generic name I've read of any power ever lol.  The attack power rocks though; a vs Reflex stun is where it's at.  You can, however, get that from an encounter power.  The teleporting and thunder damage are pretty good if you have some Planestrider Boots and went Reincarnate Champion with the Eladrin goodness.

Form of the Unruly Earth (PP) - There are better Forms, plain and simple.

Form of Verdant Growth (PP) - Some great Con based regeneration like effect here, but the rest is for the birds.

Form of the Lightning Lord (D 379)
- This doesn't compare to any of these 29's.  It's only slightly better than Chimera.


Feats: Constructing the Bastion

The feats are divided into sections: Heroic, Paragon, and Epic, with subsections for Racials inside each tier.  Some feats are duplicated intentionally in various sections.  The MC feats section has all racial and all tiers grouped together.

Heroic Tier


Heroic Tier - General

Sudden Roots (PHB 2) - This goes to the top of the list because it's awesome. This is similar to the Fighter's Combat Superiority but it's better in ways. Combine with Form of Winter's Herald and enemies are hard pressed to move away from you.  This one's right on the threshold of Gold for me. 

Crushing Earthstrength (PHB2) - This is SkyBlue for MC Barbarians. More damage for Storm of Blades.


Revitalizing Font of Life (PHB2) - It's one of the many ways to make Font of Life even better.


Against All Odds (D 364) - If you have 3+ enemies adjacent to you, you get a bonus to hit and damage. Rad. Wis 13 is automatic for WB's, and easy to get for ES's.


Courage of the Lone Stage (D 379) -  It's not uncommon to mark three enemies.  For those inclined to nova this feat tacks on more untyped damage.  Works well in concert with Against All Odds.


Crushing Guardian (D 379) - This Dragon article gave the Warden a lot of untyped bonuses to damage making a nova monkey more viable.  This one only works with Hammers and Maces.


Deft Guardian (D 379) - Not gonna make the cut in most builds.


Wildblood Cunning (PHB2) - It's not bad, but it's not a must have.


Timely Respite (PHB2) - More second wind/saving throw synergy.


Blade Opportunist (PHB) - There's no reason to not take this if you wield a Heavy Blade, and it's a also a good reason for wielding a Heavy Blade. If your DM doesn't have monsters provoke often, then this feat loses its luster.


Combat Reflexes (PHB) - This is good for the same reasons Blade Opportunist is. The same goes for how your DM runs the game.  You probably won't have enough feat slots.


Durable (PHB) - Blue for Wildbloods and Lifespirits. ES and SH Wardens will have more surges than they know what to do with.


Echoes of Thunder (PHB) - Great with any Thunder build.


Oncoming Storm (PHB2) - I'm not seeing how this can be done consistently.  If someone can show me how to benefit from this feat often enough to take it as a feat, I'll gladly change the rating.


Improved Initiative (PHB) - Going first is always great for a class that helps dictate the pace of the battle. Combine with the Battle Harness and Eyes of Awareness (in epic) for a substantial bonus to initiative.


Mounted Combat (PHB) - This is one feat that I've never gotten into. I'll have to look into it more, as my games don't use this feat for many reasons. It's really just here for completion's sake. If anyone has suggestions, please share.


Power Attack (PHB) - There's no reason to take this unless you're a Nova Burster. Even then it's a dubious choice at best.  You can't afford to miss with your attacks. It's not about damage, but the conditions and control you lay down on your enemies.


Powerful Charge (PHB) - Alright for MC and PMC Barbarians. Warforged Juggernauts want this as well.  Better feats are out there these days though.  The feat slots become more precious day by day.


Toughness (PHB) - This feat is great for obvious reasons.  I've downgraded this feat though because of all the great options out there.


Two Weapon Fighting (PHB) - MC Rangers and Fighters will want this because...


Two Weapon Defense (PHB) - While TWF is certainly doable, it's probably better to TWF with other classes.  The control that Wardens possess are much better suited to accuracy and reach.  TWF is feat intensive, and Wardens need their feats for other things.  This isn't to say that TWF can't be done, it's just not a natural fit for the Warden.


Weapon Focus (PHB) - Take this if you have open feats left over. You want accuracy, not damage (unless you can swing both of course or are going Nova Burster).


Weapon Proficiency (PHB) - Greatspear, Spiked Chain, Triple Headed Flail all come to mind as great choices.


Nimble Blade (PHB) - The Dex requirement is tough for some races, but the payoff is more accuracy. Spiked Chain MC makes the weapon a light blade.  While some of the Dailies often don't HAVE to hit to be very effective, most of your powers do. Remember it's the control and defending that you're going for, damage is secondary to most Warden builds.


Weapon Expertise (PHB2) - This should be one of your first feats you take along with


Sudden Roots (PHB2) - (Have I mentioned how good Sudden Roots is?)


Bloodied Spear (PP) - I like the idea of Tribal feats, but I think everone needs to take them in order for them to worth the feat slot.  Increased accuracy with OA's will help everyone out.


Enduring Mountain (PP) - Same with more HP's on surges


Swift Jaguar (PP) - Same with initiative.  +5 to initiative is impressive.  Again everyone needs to take it to get the +5.


Watchful Owl (PP) - same with Perception.  This one is probably the best, but only in a group in which everone has Perception as a trained skill.


Crippling Crush (PP) - Extra Con damage when slow or immobilize.  This will occur often so this extra damage will trigger often.  You'll get plenty of mileage out of this feat over 30 levels.  WB's and LS's get little use out of this in most cases.  You'll have wield a hammer to use this feat, so you'll need ways to compensate for the decreased accuracy.  It's gold for Hammerers without question.


Hide Armor Expertise (PP) - This would be only for hybrid Con Wardens who take a hybrid talent other than a Guardian Might.  Otherwise it's quite obvious why you don't need this.


Reckless Charge (PP) - For MC chargers only obviously.  The penalty to AC is mostly irrelevant if you're pushing and proning targets you charge.


Skins of the Slain (PP) - You're not a scary as some Barbarians or Paladins.  Pass unless you take the magic item that uses Str instead of Cha for Intimidate.  At that point you'll probably want to optimize Intimidate so this is as least blue in this case.


Staggering Smash (PP) - Push, Prone, and Daze/Stun is a nasty set of effects.  Gets better in Epic with Dazing Fury which allows Warden's Fury to daze instead of just have the target grant CA.


Earthstrength Resilience (PP) - ES only.  Another second wind rider feat.  It's pretty good.  It gets better when you can use second wind multiple times per encounter.


Impaling Thrust (PP) - Since most Wardens don't care about dealing out a lot of damage, the trade off for control here is worth it.  Great when combined with Draevan Marauder.  This is for the Warden who values control over damage, which should be the majority of Wardens.


Lifespirit Vigor (PP) - Between you and your Leader, your party should have little trouble with (save ends) effects.


Stormheart Push (PP) - Gain an extra square of forced movement when you push enemies instead of sliding them after second wind.  Not too shabby.


Wildblood Fury (PP) - This feat really should've been in PHB2 since ES Wardens got a similar feat then.  I rate this feat higher than Crushing Earthstrength since WB's seem to get less feats than ES Wardens.  I could be wrong here.  At any rate, both are good feats and encourage using second wind.


White Lotus Riposte (D 374) - The White Lotus line is worth considering, especially this one as it's a prereq for the awesome master feat in Paragon.  You really need to get Eldritch Strike for it to work.  This means only Con Wardens can use this, which means no Polearm Momentum.



Dragonmarks:


Mark of Warding (PGE) - I rate this as mandatory as mandatory gets.  Perhaps I overrate it, but Wardens have many powers that give out bonuses to defenses, and the extra penalty to hit it imposes makes it too good to pass up for almost all Warden builds.  Probably the only reason you shouldn't take this is because of...


Mark of Storm (PGE) - The Thunder/Lightning build will want this, period. 


However, some people think this feat will not add a slide to the attack when you hit with a lightning or thunder power.  It will still slide, but it won't be a part of the attack.  This means it won't work with Polearm Momentum.  It's the feat that slides, not the attack.  Check your DM's interpretation.




Heroic Tier - Racial


Deva

Auspicious Lineage (PHB2) - If you actually go Deva, pass on this waste of a feat. The regular racial power works just fine.
Potent Rebirth (PHB2) - Since you get a few "reduced to 0" powers, this isn't that bad. Deva can make ok Wildbloods, but there are much better races.


Dragonborn


Adaptable Breath (D 365) - Meh. Not one of the better breath feats.
Hurl Breath (D 365) - Getting better. Keeping your allies out of the breath is good.
Enlarged Dragonbreath (PHB) - Combined with Primal Breath, this is just as good as it is for a Fighter or Paladin.  More area minion killing is good too.
Primal Breath (PP) - Multi-marking at range is good stuff.  Not quite as good as Draconic Breath, the Paladin feat, but solid.
Dragonborn Senses (PHB) - Just not good enough to take these days. I'm not sure it was ever a good feat though. I certainly would've never taken it.  It's almost not red due to Warden's access to Perception.
Dragonborn Frenzy (PHB) - You just don't need this. Perhaps if you're going Nova and you have an open feat slot.
Dragonborn Vengeance (D 379) - Increases accuracy with dragon breath vs targets marked by you.


Dwarf


Dodge Giants (PHB) - This is a good feat later in the game when almost all enemies you face are Large or bigger. If can't fit in, join the club. Feats are getting mighty precious these days. This won't change in the future either.
Dwarven Weapon Training (PHB) - It's better for other classes like Barbarian than it is for you. You only really need this if you're going Nova. If you're doing that, you absolutely want this feat. You could swap it for Weapon Focus in epic, as a Maul + Gauntlets of Destruction is the same as a Mordenkrad.  Crippling Crush makes this feat mandatory in Heroic.
Gold Dwarf Pride (FRPG) - With the "reduced to 0 hp" powers, this feat is solid.
Shield the Fallen (FRPG) - If you can fit it into your build it's a good defensive boost for your allies in dire circumstances.
Stone Step Spirits (PP) - Great for chargers.
Cast Iron Font (D 379) - How common is poison?  If the answer is yes in your game, it might be worth the feat.  Otherwise...meh.


Elf


Elven Precision (PHB) - Good but not necessary. It can't hurt to get a +2 to the reroll. Again, feats are more precious these days than they were a few months ago.
Wild Elf Luck (FRPG) - This one is overkill. However. Accuracy...you can't ever be too accurate (until you're hitting a 2+ that is).
Wood Elf Agility (FRPG) - It lets you pull off stunts a bit better, but maybe not worth a feat.
Opportunistic Accuracy (MP) - Fighter MC only. Retain the reroll if you miss. Obviously solid for the Warden.
Elven Guardian (D 379) - Stacks with Elven Precision, but this might be overkill...or a guaranteed hit.


Genasi


Extra Manifestation (FRPG) - You'll want this for Double Manifestation in epic. Take it as some point.
Manifest Resistance (FRPG) - Eh...just not worth the feat.
Versatile Resistance(FRPG) - This is good, just not great.
Earthshock Master (D 367) - Great feat if you can fit it in. It's not great because it deals damage, it's great because Earthshock is now a minor action reliable power.
Fast Manifestation (D 367) - It's not worth it since it's once per day.
Firepulse Master (D 367) - It's good for the same reason Earthshock Master is. Earthshock is just better for a Genasi Warden. Having both would be great. Of couse, Nova Bursters want Firesoul and Stormsoul for Shocking Flame.
Primordial Surge (D 367) - Once you get reliable racial powers or ones that are automatic like Stormsoul or Watersoul this feat gives out a good amount of THP.
Master of the Rumbling Earth (MP) - Fighter MC only. Accuracy to Earthshock. This is good.
Elemental Might (D 379) - More untyped damage when you manifest say...Stormsoul.  Rock it.


Githzerai


Githzerai Blade Master (D 378) - This gives Fullblade and Bastard Sword prof as well as extra damage.  Mandatory if not going with Polearm/Spears.
Iron Riposte (D 378) -
Marked with Iron (D 378) - Yep with this in effect along with your WB second wind you just protected the entire party.  Get some more Iron Mind feats too in Paragon and Epic.  They're amazing.  If only Iron Mind could be extended or reused somehow...
Iron Resolve of Zerthadlun (PHB3) - Bonus to saves under certain conditions.
Miryath's First Strike (PHB3) - Deal extra damage in first round to enemies who haven't acted.
Alhahn's Mindful Relocation (PHB3) - Shift a greater distance with Shifiting Fortunes, a racial ability that works when you second wind.


Goliath


Goliath Greatweapon Prowess (PHB2) - It's ranked this high only for Nova Bursters (MC Barbarian). For them it's awesome and a must have.
Markings of the Blessed (PHB2) - Solid choice, but do you have enough feats?
Markings of the Victor (PHB2) - I guess it's clear that I value accuracy high for a Warden by now eh? Take this and love it.
Guard of Stone (D 379) - Hefty stacking penalty equal to Con mod when marks attack allies while Stone's Endurance is up.  ES Second Wind says your enemies won't be hitting anyone for at least one round, and they won't be hitting you either.


Half Elf


Group Assault (MP) - This feat could produce quite a bit of extra damage with the right allies. Tactical Insight boosts the damage further in Epic.
Dilettante's Mark (D 379) - Interesting implications here as you mark on a hit with the Dilettante power.


Half Orc


Anger Unleashed (PHB2) - You're bound to get bloodied often. A boost to accuracy can't hurt.
Savage Assault] (PHB2) - A debuff when you use Furious Assault. Its effect isn't good enough to justify its infrequency.
Thirst for Battle (PHB2) - Great for Half Orc Wildbloods. An extra surge and initiative bonus.
Half Orc Vengeance (D 379) - This stacks with Anger Unleashed for a high boost to accuracy the first time you are bloodied.


Human


Action Surge (PHB) - We all know how good and golden this feat is.
Human Perseverance (PHB) - A piece to the puzzle toward becoming immune to save ends effects.
Stubborn Survivor (FRPG) - A must have for all Human Wardens. Another piece of the puzzle toward becoming immune to save ends effects.
Wrath of the Forester (D 379) - Not bad, but you can do better with a feat slot these days.


Minotaur


Goring Shove (D 369) - Though I'm not really a fan of pushes for a Warden (unless Iron Vangaurd), since you can choose to push, this feat is pretty good.
Greathorn (D 369) - This isn't worth a feat.
Natural Cunning (D 369) - Bonuses to Perception checks are a good thing.  Can you fit it in?
Opportunity Gore (D 369) - Gold. Gold. Gold.  Ok it's really shiny, not quite gold.


Longtooth


Gorebrute Charge (PHB2) - If you're making a charging build, you picked the wrong race.
Wild Senses (PHB2) - Feats like this are under rated on these boards. I understand why, but I'm not going put that same bias in the Boondocks. Tracking is extremely useful out of combat.
Longtooth Vengeance (D 379) - More damage while shifting vs marks.
Longtooth Spirit Shifter (PP) - Extra regeneration will definitely help out.


Razorclaw


Burring Claws (PHB2) - Solid for Nova Bursters.
Wilds Senses (PHB2) - Feats like this are under rated on these boards. I understand why, but I'm not going put that same bias in the Boondocks. Tracking is extremely useful out of combat.
Razorclaw Shiftiness (D 379) - Shift with Nature's Wrath.  Perhaps taking the Epic Limitless Wrath will give you great shiftiness no?


Tiefling


Hellfire Blood (PHB) - I'm not sure why you're a Tiefling Warden. Surely there's a reason. Maybe this feat was it?  Being tied to a Flaming Weapons does suck though.
Rites of the Spirits' Blood (PP) - Since you're Tiefling you should definitely take this.  Perhaps you should also go hybrid Fighter so you can get Lingering Wrath?


Warforged


Warforged Tactics (D 364) - Gold. Gold. Gold.  Literally now.
Immutability (D 364) - Warforged are some badass Wardens.
Component Modification (D 364) - I'm not sure how often this will be useful.
Improved Warforged Resolve (D 364) - If you have open slots, by all means take this.





Paragon Tier





Paragon Tier - General


Earthstrength Resovle (PHB2) - Sometimes, like when you second wind, your AC is just too much to overcome for most enemies. This is when they're most likely to attack your allies. You then make them pay with some Warden's Fury, and you laugh as you become even harder to kill. They still have to you to deal with. You're not going anywhere.

Earthstrength Defenses (PP) - Yet another second wind rider effect, this one boosts your NAD's.

Forceful Smash (PP) - If you have a lot of multi-target powers or are a Nova Burster, you probably should take this.

Lifespirit Healing
(PP) - More healing with the Lifespirit second wind.  You become more Leader with each feat.

Maneuvering Attack (PP) - You'll be moving enemies around a lot, and this feat increases your accuracy against them.  Probably not as necessary if you can get Polearm Momentum, as your enemies will be proned by those attacks.  Still, they can stand up on their turns, negating CA.

Stormheart Thunder (PP) - If you can fit this into your Thunder build it'll help out.

Wellspring of Life (PP) - I can't ever see being able to fit this into any build I'd ever make.  It's not bad though.

White Lotus Master Riposte (D 374) - You'll need to be Half Elf, PMC Warlock, or Hybrid Warden|Warlock to get that power.  Forcing a catch 22 on your enemy is nice. 

Vengeful Grasp (D 379) - Enhances Warden's Grasp, allowing you to push the target instead of sliding if you choose.

Quickening Font (D 379) - This could be good for those Wardens that like to move.

Font of Vengeance (D 379) - Not bad, but it seems to situational.

Earth's Punishment (D 379) - ES only.  Tack on extra Con damage when marks attack your allies.  It's no action damage we're talking about here.

Enhanced Font of Life (PHB2) - More saving throw goodness. Another piece in the puzzle toward becoming immune to save ends effects.

Wildblood Speed (PHB2) - I'll err on the side recklessness and say that the free action goes off before your enemy attacks your ally. This feat ensures your mark can't escape your wrath.  This could be an incorrect interpretation.

Wildblood Retribution (PP) - I'd like this feat a lot better if the free action MBA went off when your mark attacked an ally.  As it is, it's still a good feat. 

Agile Opportunist (PHB2) - Doesn't work with HBO anymore as the attack you can get from it is an immediate reaction.  Your immediate reactions are almost always for defending, not striking.

Paragon Defenses (PHB2) - I like the others that give +2 to single defenses. YMMV.  It is a good place holder for Robust Defenses of course.

Quick Recovery (PHB2) - This might be good. I haven't really given it much thought honestly.

Reserve Maneuver (PHB2) - You can replace a stinker PP power for an awesome Warden power. Of course, some PP's encounter powers are good, however, most are not.

Two Weapon Opening (PHB2) - I love and hate this feat. It's mandatory for any dual wielding build.

Vexing Flanker (PHB2) - Since you're in melee often, you'll be flanking often. This helps your allies that aren't flanking a ton...especially Taclords and Wizards.

Armor Spec Hide (PHB) - There's no reason every Con Warden shouldn't take this feat. Ok, maybe those that wear heavy armor won't (that was a joke).  Retrain to Second Skin at 21st if you have the Con 17.

Danger Sense (PHB) - This could be initiative overkill, or a placeholder for a better feat later. Going first is great for a Defender/Controller.

Deadly Axe (PHB) - Halberdiers and dual wielders could make use of this. So could MC Barbarians.

Defensive Advantage (PHB) - Works well with Lasting Frost/Wintertouched, but the Dex requirement is steep.

Evasion (PHB) - If you have the Dex and the open slot you could do worse.

Fleet Footed (PHB) - Wildbloods make better use out of this than Earthstrength.

Great Fortitue/Iron Will/Lightning Reflexes (PHB) - A good placeholder for Robust Defenses and Epic "Insert Defense" feats in PHB2.

Hammer Rhythm (PHB) - This feat is the reason Hammers are great.  Missing with Warden powers does mean you aren't controlling though.

Heavy Blade Opportunity (PHB) - This is less necessary if you have Sudden Roots. However, it is great with Footwork Lure if can poach it.  I'm not sure why I had this black originally. Since Wardens like to use Heavy Blades, this feat is a no brainer for them. Glaives can get a bit more out this feat naturally.  For instance those with threatening reach can use Thorn Strike, or Footwork Lure if you can get it. Even then Sudden Roots remains great in conjunction with HBO.

Improved Second Wind (PHB) - I only mention this because second wind is important. There are better second wind feats of course. It's still barely worth a feat.

Lasting Frost/Wintertouched (PHB) - I list these together because  Wintertouched alone pretty much useless. This might be more trouble than it's worth since you have to hit them first with a cold power to gain CA.  And let's face it, there are a lot of really great weapon enchantments out there that are more effective than this.  The Icewrought Sentinel PP and these feats synergize very well.

Polearm Gamble
(PHB) - We all love this feat right? Of course we do. Now if you're always in Form of Winter's Herald it's doubtful this will see much use. But Winter's Herald isn't the only tactic to employ.

Psychic Lock (PHB) - You'll have to wield a Psychic weapon, but that's certainly not a bad thing when combined with this feat.  Great for stacking up the penalty to hit.

Resounding Thunder (PHB) - I've already forgotten if how many blasts or burst with the Thunder keyword there are. I doubt there's enough to justify this feat.  This feat gets much better if you can add the thunder keyword to all your attacks.

Resounding Thunder (PHB) - This is listed twice with two different ratings because the Warden Devoted Orator build that turns all close attack into thunder keyword attacks thrives on this feat.

Sieze the Moment (PHB) - The Dex requirement is too high. Otherwise, this feat could be put to some good use if you built up your initiative. Opening up with Storm Strike, Hail of Thorns, or Winter's Grip with CA would be nice.

Sheild Spec (PHB) - Hide Spec is better and easier to qualify for if you're an ES Warden. Some Wildbloods might be able to get it if they desire.

Solid Sound (PHB) - This is a really good feat, but do you have enough Thunder powers to justify spending a feat for it?  If you do, take this.

Spear Push (PHB) - This isn't really one of the Spear feats you want or need. Magic items replicate this, but it's not a bad choice by any means.

Uncanny Dodge (PHB) - Wildblood Tanks can make good use of this feat.


Paragon Tier - Racial


Dragonborn


Empowered Dragonbreath (PHB) - A decent power up for your breath.
Dragonborn Zeal (D 365) - The "reduced to 0 hp" and second wind effect are win. The Cha effects probably won't help much.
Draconic Arrogance (MP) - Fighter only. I still don't why this awesome feat is Dragonborn only, but it's an awesome feat nonetheless.


Dwarf


Dwarven Durability (PHB) - Every Dwarf should take this.
Stonefoot Reprisal (MP) - Make the fools pay for trying to move a Dwarf around.
Stoneheart Warrior (MP) - Second wind as a free action? Amazing. Combine with Epic Recovery for winning results.


Genasi


Shocking Flame (FRPG) - Nova Bursters want this as much as any other feat. This is a ridiculously good damage boosting feat.
Elemental Guardian (MP) - Fighter only. Very solid for any Genasi Warden. I prefer Earthsoul's extra bonus to saving throws, bringing the total to +2 base. Not bad at all.


Githzerai


Energy Transference (D 378) - Iron Mind feats get much better than this.
Githzerai Healer (D 378) - More for real Leaders, you do have a few healing powers if you're going Lifespirit I'm sure, so this feat offers saves for allies against nasty effects.
Githzerai Mobility (D 378) - This is near immunity to OA's.  This probably better for a Striker though.  It probably won't hinder your character, but again...feats are precious.
Iron Body (PHB 3) - Resist all to damage equal to Wis mod while Iron Mind is up.  Awesome.
Iron Hands (PHB 3) - Wis to damage while Iron Mind is up.  Awesome.
Adamantine Mind (PHB3) - Epic feat.  This is greatness...just greatness.  The greatness is fleeting though.
Tempered Iron Mind (D 378) - Great Iron Mind feat here.  If you wanna build around Iron Mind, this will help without a doubt.
Zuoken's Centering (D 378) - Monk only.  Makes healing surges and HP based off of Wis instead of Con.  Fantastic.


Goliath


Unyielding Stone (PHB2) - You can never have enough THP sources methinks.


Half Elf


Versatile Mastery (PHB2) - Gold. Gold. Gold. Twin Strike, Howling Strike, Footwork Lure, and now Eldritch Strike. This feat is so good it hurts.


Half Orc


Strength from Pain (PHB2) - Great for MC Barbarians/Rangers/Fighters.


Human


Action Recovery (PHB) - Save vs every effect you affecting with an AP.


Minotaur


Beast Within (D 369) - +1 to hit while bloodied. How long/often can you stay bloodied?
Bloody Gore (D 369) - Opportunity Gore is all the Goring you'll ever need.
Brutal Ferocity (D 369) - Are you still unconscious if you're at 0 hp's or below but have THP? I ask this because this feat could keep you standing until you're dead. Of course if it keeps you standing you'll heal yourself or someone else will. However, if THP keep you standing then Strength of Stone is awesome with this feat.


Longtooth Shifter


Beasthide Shifting (PHB2) - Why not take this? Oh, you ran out of feats eh? I hear ya. (Meaning while this feat is awesome, if you can't fit it in it's because there are so many good choices
Cliffwalk Shifting (PHB2) - Meh


Razorclaw Shifter


Beasthide Shifting (PHB2) - Why not take this? Oh, you ran out of feats eh? I hear ya. (Meaning while this feat is awesome, if you can't fit it in it's because there are so many good choices.)
Cliffwalk Shifting(PHB2) - Meh


Warforged


Improved Immutability
(D 364) - Well this certainly does not suck.  I bet you can find a better feat out there.





Epic Tier



Epic Tier - General

Enduring Font (PHB2) - Two saves that apply to two different effects. I haven't played epic yet, but it seems like this would be incredibly useful seeing as how you should be taking the bulk of the enemy's attacks. If you get attacked more, you're gonna suffer more conditions, which makes Enduring Font awesome.

Epic Fortitude, Reflexes, Will (PHB2) - These feats are a must have. The bonuses they give are substantial and epic. Now the question is will you take them all? Earthstrength Wardens will want them, but Wildbloods will get higher defenses out of them (Fort and Will for sure) most of the time.


Indomitable Will (PHB2) - Combined with your Epic Will and other saving throw bonuses, this feat is just on the threshold of blue. Of course this does not stack with Robust Defenses as both are a feat bonus.


Opportune Reflexes (PHB2) - Not nearly as good as Indomitable Will, it is worth a feat slot.


Primal Resurgence (PHB2) - Reload of your awesome control Dailies, or get a Form back. This feat is about as automatic as it gets.


Robust Defenses (PHB2) - A solid boost to your NADs. What makes it great is that is covers all your NADs.


Unyielding Fortitude (PHB2) - The most unimpressive of the alternate NAD boosters in epic. It's just barely better than Great Fortitude.


Dazing Fury (D 379) - Fun times when you upgrade this and have Staggering Smash.  A mark that attacks your allies just got pushed, proned, and dazed for his trouble.


Limitless Wrath (D 379) - It's ok, but is this an Epic feat really?  I might be missing something.


Second Skin (PP) - Retrain Hide Spec if you took it for this.  I don't remember seeing too many Fear keyword Warden power though.  It's still great, especially if you're retraining.  Con 17 makes Wilds and Lifes cry.


Earthstrength Might (PP) - Hey look your second wind is about as good as it can get now.  An extra attack is always a good thing, especially seeing how you can probably use second wind multiple times per encounter now.


Far Reaching Grasp (PP) - There are other feats that upgrade Warden's Grasp, but I'm not sure it's worth it.


Tangling Grasp (PP) - There are other feats that upgrade Warden's Grasp, but I'm not sure it's worth it.


Weapon Mastery (PHB) - The mastery feats, like all damaging feats are rated higher for Nova Bursters only.  Heavy Blade and Spear Mastery will be hard to get.


Blind Fight (PHB) - This feat is still a good choice, though there are now more ways to see/detect invisible enemies.


Epic Resurgence (PHB) - This feat should see a decent amount of use throughout epic. Of course the more attacks you get, the more often this will trigger per encounter. Whether single target nova or using all the blasts and bursts available to the Warden you'll crit fairly often.  With this feat a Human Adroit Explorer could spam Storm of Blades five times in one encounter (Twice from the AE PP, once from this feat, once from a Torc of Power Preservation, once from Renewal). Maybe more if I've missed something.


Triumphant Attack (PHB) - Combined with Psychic Lock and you've imposed a crippling penalty on your enemy's chance to hit your allies. Multi-attackers want this.


Two Weapon Flurry (PHB) - Pretty good if you're a dual wielder that can meet the steep Dex requirement. It's definitely not worth going out of your way to meet the Dex requirement though. An extra chance to hit with Sudden Roots is solid however.



Epic Tier Racial

Deva:

Transcendent Lineage (PHB2) - If you went Deva then this feat is a good pick.

Githzerai:

Adamantine Body (PHB3) - Very high bonus to all defenses with Mark of Warding and Iron Mind.

Goliath:

Ancient Stone (PHB2) - Your resist damage lasts one round longer at a somewhat decreased value. This feat is easily one of the best Goliath feats for a Warden.

Half Orc:

Ferocious Critical (PHB2) - Now here's another epic feat. This feat is absolutely devastating for multi-attackers that can generate extra attacks on criticals. It's obviously better for true Rangers, Insane Avengers (Avengers that ignore their class' powers), and even Barbarians. For you, as a Nova Burster, it's still incredible for MC Barbarians that abuse Storm/Hurricane of Blades.

Minotaur:

Uncanny Scent (PHB2) - Superior to Blind Fight in every way.

Shifter:

Burst of savagery (PHB2) - You need a really good reason to end your shifting. A feat needs to actually improve your character. This feat meets neither standard.

Warforged:

Warforged Fortification (D 364) - Not horrible, but is it worth a feat AND 22nd level utility?



MC Feats


Martial Feats - General

Martial Freedom (MP) - A huge bonus to saves vs slow and immobile. Great Font of Life booster

Bloody Tenacity (MP) - Human only. Combine this with second wind and it's a substantial +4 to defenses. Defensive Resilience gets you another +1 for a total of +5 the turn you're bloodied. Um an ES Warden gets an even bigger bonus to AC.

Epic Recovery (MP) - Gold. Gold. Gold. Win. Win. Win.

Martial Resolve (MP) - So you now get three saves per turn vs nasty conditions? Sign me up! This loses its luster if you've optimized Font of Life though. If not, this one feat makes you that much more resilient against save ends effects.

Dragon Warrior (MP) - Nothing special here really, though it's not a bad choice. It suffers from other feats being better.

Stoneheart Warrior (MP) - Dwarf only and Martial MC. Second wind as a free action? Amazing. Combine with Epic Recovery for winning results.  Reincarnate Champion qualifies you for this feat if you take Dwarf as a Past Life.

Hawkeye Warrior (MP) - Elf only and Martial MC. Gain a +1 to hit the target for the rest of the encounter when you use elven accuracy.

Elemental Warrior (MP) - Genasi only and Martial MC. Fantastic with Earthshock. It's solid with all the other racial powers as well.

Martial Mastery (MP) - Awesome with powers like Rain of Blows, Armor Splinter, and other stellar Martial encounter powers.



Fighter Feats

Student of the Sword (PHB) - Fighter can build on the Wardens controlling nature and/or increase damage output. SotS increases accuracy for one hit which is very important and useful for any Warden.

Battle Awareness (MP) - This gives you an answer for shifting enemies once per encounter. Since you have Form of Winter's Herald for that, this feat loses some of its greatness. It's still a great choice, especially if you can't be Winter's Herald every combat.

Battle Acumen (MP) - This is seriously awesome for the Wildblood Gambler/Reacher. Since you PMC'ed to get this, you'll also have Footwork Lure. With Sudden Roots, you just stopped and slowed your target. This feat is about as high rated as I can imagine. Fighter PMC is definitely a great option because of this.  Rated Gold because if you PMC'ed, this is the best option to take.

Polearm Momentum (MP) - So great. This feat is made of win.  It's not Gold because not every Warden HAS to take this feat.  Most that do will be very satisfied that they did.

Pin Down (D 368) - While grabbing a prone target, the target can't stand until it breaks the grab. Grasping weapons combine for a nice single target lockdown once per encounter.

Defensive Resilience (MP) - Easy to qualify for and improves your second wind.

Offensive Resilience (MP) - Easy to qualify for and improves your second wind. I like this one a bit better because of the bonus to accuracy. Take both if you can.

Dragging Flail (MP) - An extra slide after a knockdown from a Flail. Pretty decent with a Spiked Chain...if only Polearm Momentum worked with the Spiked Chain.

Group Assault (MP) - Half Elf only. This feat could produce quite a bit of extra damage with the right allies.

Master of the Rumbling Earth (MP) - Genasi only. Accuracy to Earthshock. This is good.

Opportunistic Accuracy (MP) - Elf only. Retain the reroll if you miss. Obviously solid for the Warden Reaping Blade (MP) - Very solid for Heavy Blade MC dual wielding Fighters.

Shield Defense (MP) - I don't remember seeing any "requires a shield" attacks in the Warden's arsenal. If there ever are any, or if you PMC for Tide of Iron, this feat is great.

Surprising Charge
(MP) - There's no point in taking this at all because you're not a charger unless you MC or PMC Barbarian. Sadly this is a Fighter feat.

Thunder Hammer
(MP) - Quite solid if you have a lot of save ends powers and you're using a Hammer.

Victor's Confidence (MP) - Nova Bursting Pit Fighters get a nice boost to saves as they'll kill stuff often.

Avenging Spirit
(MP) - Its benefit is good, but it's too situational and the situation that triggers this is normally a very bad thing. It means you've failed at your job, unless the KO'd ally intentionally got KO'd.

Draconic Arrogance
(MP) - I still don't why this awesome feat is Dragonborn only, but it's an awesome feat nonetheless.

Elemental Guardian (MP) - Very solid for any Genasi Warden. I prefer Earthsoul's extra bonus to saving throws, bringing the total to +2 base. Not bad at all.

Grit
(MP) - Another source of THP, this one's a good one too. Add Con mod to healing surges as THP's. Great for ES Wardens.

Phalanx Warrior (MP) - Tanks will want this of course.

Reckless Attacker (MP) - It only works with Fighter powers.

Stonefoot Reprisal
(MP) - Make the fools pay for trying to move a Dwarf around.

Knock-Back Swing
(MP) - Although I'm not a fan of pushing with a Warden, combine this with Polearm Momentum and/or Polearm Gamble for awesome effect. Obviously Dragonborn get the most of out of the combo due to Draconic Arrogance. You might have to sacrifice a bit of Con to meet the requirements of Momentum though. I find this too MAD for Wildbloods (maybe someone can convince me differently). Wildbloods still have plenty going for them.

Rending Tempest (MP) - You kind of need Twin/Dual Strike to get the most out of this feat, but it's still solid for the Nova Burster Warden.

Tactical Insight (MP) - Half Elf only. If you have Group Insight, your allies are now dealing +3 damage to enemies marked by you. You could just retrain Group Insight into this though. Either way it's great with the right allies.

Unstoppable Charge (MP) - It's important for any charge based build. Some DM's should allow this feat to work for Barbarians as well.


Ranger

Warrior of the Wild (PHB) - I'd love to see a Ranger/Warden PP in the spirit of the Borderlands Marshall. That said this feat just doesn't measure up to Two Blade Warrior because Two Blade Warrior is just too good.

Two Blade Warrior (MP) - This the MC Ranger feat you'll take if you want to be a Wildblood Nova Burster.

Hunter's Resurgence (MP) - I'm not sure how long the Quarry effect lasts with Warrior of the Wild these days. If it's just until end of turn this feat won't work well enough to justify taking it. This might be sweet with a Ranger Warden hybrid one day though.

Courageous Shooter (MP) - Only good if you take Prime Punisher since the Warden is a melee class.

Improved Prime Shot (MP) - see Courageous Shooter

Prime Punisher (D 373) - This feat is awesome, but the feats you need to take along with it make this feat chain a bit too expensive for the payoff. It's better just to be a Ranger/melee Warlock and take this.

Called Shot (D 368) - see Prime Punisher

Surprise Action (MP) - Really good for a Wildblood and a stealthy ally that can gain everyone a surprise round. If Wisdom ever modifies Stealth (pipe dream I'm sure) this feat will be skyblue for sure.


Warlord

Student of Battle (PHB) - This is good like the Cleric MC feat is. There are no great PP's here though like the Cleric's Warpriest.

Inspiring Leader (MP) - It's doubtful you'll bother to take the Cha for this one. Its benefit is rather meh anyway.

Defensive Surge (MP) - If you do go MC Warlord, you must take this feat. It gives the second wind +2 defenses to an adjacent ally as well as you.



Divine Feats



Divine Feats - General

Saving Grace (DP) - Due to Font of Life you could help out the party by granting a saving throw with a high bonus if you go Lifespirit.  This does coincide with the Lifespirit's minor in Leader.

Divine Channeler (DP) - This can open up some decent options I suppose as some CD powers are pretty good, but I haven't looked much into as of yet.  This will get you into any Divine class you want too.



Cleric

Initiate of the Faith (PHB) - An extra source of healing once per day helps out. Right now it's best for access to Warpriest. It's pretty much Wildblood only because of the Wis based powers, though ES could go there if they really wanted to.

Divine Healer (DP) - This could be pretty damn good for a Lifespirit that want to heal folks often.  It's definitely the Lifespirit's preferred entry point.

Channel of Faith (DP) - Lifespirt Warden PMC Cleric might be a perfectly viable option.  Sorry haven't looked that up yet, but the two classes seem very synergistic.  Grants Channel Divinity.

Radiant Advantage (DP) - Probably not worth the feat as you don't have many radiant attacks, but perhaps worth a look if you went Radiant Servant and wield a Radiant Weapon.

Shared Healing (DP) - Unfortunately, Second Wind isn't a power otherwise this would be sky blue for Lifespirits.  Lifespirits, and Wardens in general do have some healing powers, but I don't there are enough right now to warrant taking this feat. 

Supreme Healing (DP) - Unless there's a way to get more Healing Words, there's no reason to take this feat.



Paladin

Soldier of Virtue (DP) - Easier to qualify for for WB and LS Warden's, this give Call of Virtue 1/day.

Soldier of Faith
(PHB) - Not that hard to qualify for, this gives the better option of Divine Challenge 1/encounter.


Channel of Valor (DP) - The PMC Paladin feat that gives the Divine Strength CD, and opens up other CD if you want to take them.


Divine Perseverance (DP) - Human only.  With Font of Life, you'll make saves often, which makes this feat worth taking as it increases accuracy.

Mighty Challenge (DP) - This is worth if you go Hybrid, but probably not if just MC.

Virtuous Recovery (DP)
- Now here's a superb Paladin feat that you probably can't pass up.  This resistance to all damage will probably come up often as you have good access to surges.  This would work well with Zuoken's Centering (D 378) - MC Monk, but makes healing surges based off of Wis instead of Con.  This would require Windrise Ports or Hybrid and you must be Githzerai, but that's a good thing.

Group Defense (DP) - Half Elf only.  Allies gain a +1 to defenses against enemies marked by you.  Since this feat doesn't specify the mark, this is a great feat for a Warden.

Warforged Faith (DP) - Warforged only.  Give out some THP = Con when you use WF Resolve.

Contagious Challenge (DP) - Probably best for Hybrids, this could still be alright for Soldiers of the Faith.

Honored Foe
(DP) - I'm not sure why the Paladin deserves a feat like this, but Wis Fighters, Swordmages, and Wardens don't.  MC Paladin still has good options, but this one was taken away.  This errata is one that makes absolutely no sense to me.  If it's too good for everyone, then it's too good for one.  The "problem"with Honored Foe is the feat's effect itself, not that other classes could use it.  They even stated in the errata that this change was made so other Defenders couldn't abuse it.  It seems okay to allow a class to "abuse" something as long they do it within their class.  It makes no sense.

Resurgent Attack
(DP) - Yep, Paladin MC looks better and better.  But you are limited when it comes to feats of course. 

Untiring Virtue (DP) - This feat is very campaign dependent, meaning how long are your workdays?  If they're long this might be worth taking if you have open slots.

Pious Champion (DP) - If you MC'ed Paladin via Soldier of Virtue, you can now target two allies with Call of Virtue.  It's too bad you can only use it 1/day.

Paladin's Truth (DP) - Since it deals with generic marks, this feat is pretty fantastic if your damage relies on a specific type.

Tireless Wrath (DP) - Useful only if you PMC Paladin and take Channel of Valor, or went hybrid and took CD for Hybrid Talent.

Protecting Boon (DP) - Like Tireless Wrath: PMC and feat or Hybrid.  Granting saves is the Lifespirit way, so this isn't that bad at all.


Primal Feats


Barbarian

Berserker's Fury (PHB2) - A decent buff to damage for the entire encounter once per day. The main reason why this MC feat is great is because it gives you access to Storm of Blades and Bear Warrior and, of course, Rages.

Deadly Rage (PHB2) - You're probably going to be raging often with a low level rage and Salves of Power. This means you can get the bonus to damage every encounter.

Rising Fury (PHB2) - Actually not that bad if you can kill an enemy once per turn. If you can kill an enemy once per turn, this one is great. If not, Weapon Focus is clearly better.

Targeted Assault (PP) - This feat work like the table says it does.  I can't see any reason to spend a feat on this.


Shaman
Soon

Arcane Feats


Swordmage
Soon, but maybe never.

Sorcerer

Arcane Prodigy (PHB2) - Though it's Cha 13 to take this, the payoff comes in the form of Platinum Scales. Lorekeeper's level 30 feature turns Platinum Scales into an encounter power, at which point you can't be hit. As broken as Divine Miracle is with offensive powers.




Psionic Feats




Monk

Zuoken's Centering
(D 378) - Githzerai only.  Makes healing surges and HP based off of Wis instead of Con.  Fantastic.





 


Paragon Paths


I've had to rewrite this section too many times due my mistakes in going over the maximum character limit in the previous post before sblocks returned.  For now, there will be just a brief critique of each PP listed that got cut out. 



Warden


Bloodwrath Guardian (PHB2) - Wildblood. ES Wardens could do it too; the Wis bonus to hit can be nice for certain situations, but definitely isn't the reason this PP is so good. 1/3 great features. Furious Action has the unfortunate distinction of only working when you don't use an AP for an extra action. It does provide a very high bonus to hit for your turn. 2/3 great powers. The encounter power is a loss (Reserve Maneuver can take care of that methinks), but the utility and daily are amazing. Form of the Primal Beast gives reach +1 AND threatening reach. Spiked Chain Training + Spiked Chain Expert could give you two threatening reach "until end of the encounter" powers.

Horned Champion (PHB2) - Wildblood gets the most out of this, but ES Wardens might want this as well as it's an awesome PP. 3/3 great features. 3/3 great powers. Fervent Pursuit is my favorite aspect as it allows you to retrain Sudden Roots, freeing up a valuable feat slot. That's win right there. Form of the Leaping Stag gives you at least speed 10 (11 if Elf, 9 if Dwarf). The move action/marking fest every turn is great for dealing with Lurkers and Skirmishers. This allows you to Warden's Grasp those pesky bastards without having to remain adjacent to them. This allows you to defend on two fronts which, to me, is awesome. Now if Veteran's Armor still allowed you to... The fact that Leaping Stag can stun/auto daze with its attack is just icing on this delicious cake.

Storm Sentinel (PHB2) - Earthstrength. 2/3 great features. It's 3/3 if you can manage some multi-attack goodness, ie you're a Nova Burster. 3/3 great powers. Thunder Smash attacks only enemies and is a potential game changer. Storm Step gives you a limited answer to fliers early. Form of Storm's Wrath is fantastic auto damage at close and medium range. Now you just have to work extra hard to KEEP enemies adjacent.

Verdant Lord (PHB2) - Wildblood or Earthstrength. 1/3 great features. 3/3 great powers. Writhing Roots really isn't that great as difficult terrain only applies to entering a square, not leaving it. Iron Boughs (like Bloodwrath Fury) is just ok for most Wardens, though the Nova Burster likes all the extra damage they can get. Increased reach with an AP is best of the features. Falling Tree Strike is accurate knockdown vs. most enemies, though you can only target a single creature. Awaken the Forest is a bigger area than Winter's Herald and can be made an encounter power via Lorekeeper (this pretty much requires Wildblood though and of course only occurs at level 30). I'm sure there's some applications for Form of the Verdant Lord regarding objects. That's something I haven't given much thought to though. Still the Form is great even without the bit regarding objects.

Child of the North Wind (PP) - This great PP works with all Wardens well.  The features tack on damage or control or both depending on your build.  The powers are good to great and the From of the Northern Whirlwind is fun and awesome.  Pretty much any Warden build benefits from the great features and powers.

Earth Shaker (PP) - The thing that pops out the most about this PP is the extra 20 HPs you heal when you use a healing surge with the Form.  It also focuses on burrowing and proning enemies, as well as increasing the accuracy of attacks against Fort, even allowing your at wills to target Fort if you want.  Good stuff here.

Emerald Guardian (PP) - Offers saves, and healing, and extra attacks under certain conditions.  It even has a dispel magic like power.  The Form gives you Large size, which is good.  I can't find what happens when you're large and have a reach weapon.  Both descriptions say you have reach 2, but nothing about what happens when you combine the two.  It seems you'd have reach 4, which is pretty outstanding.

First Hunter (PP) - This one seems counter intuitive to everything a Warden is about, but perhaps in the right group it could work.

Icewrought Sentinel (PP) - This focuses on cold powers and basically insists you go Frostcheese.  The Form is better version of Winter's Herald so you know it's good.  This PP focuses on immobilization, which there is an old Warden adage, "The only good monster is a dead or immobilized monster."  Top it off with a slide with primal cold powers, which could be all your powers with a cold weapon btw, and cold resistance you have yourself an awesome PP.  This is easily one of my personal favorites.

Radiant Serpent (PP) - Since this PP is based on radiant energy, there is probably someway to make it aweseme.  On its own, it seems lacking to me.  The ability to deal radiant damage when you take radiant damage seems like it should be abusable.  Is there any way to make yourself take radiant damage?  If there is a way to reliably deal radiant damage to yourself, this becomes a serious Striker PP.

Tribal Champion (PP) - There's some cool stuff going for this PP.  It gives psychic damage with second wind.  It allows you to resuse Forms with AP.  The E11 and U12 aren't that hot, but the Form is solid, unless you can already impose a -4 penalty or lower that is.  The reuse of Forms is the best thing going for it.


Outshined gave his take on the PP's in Primal Power [url=http://community.wizards.com/go/thread/view/75882/19648098/Bastion_of_the_Boondocks_A_Wardens_Handbook?num=10&pg=29]here at post #287[/url]


Racial & Misc

Primal Mapper (D382) - Well Allied Terrain is kinda awesome.  Friendly persistable difficult terrain out to three squares just simply rocks.  The encounter power probably should be nixed with Reserve Maneuver, but the daily can negate concealment AND total concealment.  The features give mobile AP's and mobile second winds.  Lay of the Land, the level 16 makes all terrain open terrain.  Those that like mobility and creating difficult terrain will like this PP.

Son of Mercy (D370) - This PP enhances any Defender that has a high Wis.  Lawbreaker's Doom slows and deals Wis mod extra damage every time you hit your Doomed target.  Other powers and features are good, but Lawbreaker's Doom is the main draw.

Warforged Juggernaut (PGE) - This PP rocks.  For the Warforged Warden inclined to charge, this chargetastic PP is the one for you.  It also boosts saves, enhancing Font of Life.

Adroit Explorer (PHB2) - Human only. Freaking outstanding oozing with win.  It's well documented and widely regarded as one of the best PP's in the game.  This is one of the few "highly rated as possible" options here.

Bloodfury Savage (PHB2) - Half Orc only.  It's better for other classes, but it's certainly not bad.

Firstborn of Moradin (PHB2) - Simply fantastic for a Dwarven Warden.  Every feature and power rules.

Moonstalker (PHB2) - Shifter only.  Due to the Warden's propensity to knock things prone the features rock, the powers are decent.  It's probably more of a fluff thing since the cruch can be done better by other PP's.  Still, Pack Tactics can shred enemies fast if you have multi-attacking allies.

Scion of Arkhosia (PHB2) - You can fly, which is awesome.  It also gives you more breath attacks, but they won't benefit from your breath feats as far as I can tell, which is unfortunate.  Still...flight...at will and overland.  You'll still need Forms to hover, unless there's some "hovering" feat out there.

Stoneblessed (PHB2) - Sweet loving threatening reach, albeit for a limited time...rules.  The rest of this Goliath PP is great as well, including +1 reach.

Twilight Guardian (PHB2) - Decent features and powers.  If you can impose a substantial penalty to hit against enemies, going invisible could be an interesting tactic.


Barbarian

Paths that key off of Cha or Barbarian class features were omitted.


Bear Warrior (PHB2) - While raging you get +1 AC and free action second wind.  You get decent attacks, but there are better powers out there.  The features are what benefit the Warden the most.  You'll need to be raging often to get the most of this PP.  Salves of Power and low level rages can pull this off, but Forms are a much better use of Salves of Power in most cases.


Fearbringer Thane (PHB2) - Again you'll need to rage often to get the most of this, but it still offers quite a few debuffs, buffs, and healing for those inclined to add a bit of Leader.


Frenzied Berserker (PHB2) - This is much too rage dependent, and just not that good.


Wild Runner (PHB2) - While rage dependent, the features and powers are fantastic.  This one probably benefits the Wildblood the most.


Stonefire Rager (PP) - Tacks on fire damage and resistance to fire.  I don't find it to be that good though.


Winter Fury (PP) - Wardens are pretty good at immobilizing enemies.  This PP really capitalizes on that.  Pretty good synergy here for any type of Warden.


Druid

Spiral Wind's Ally (PP) - This can greatly enhance the Lifespirit's healing.  A Lifespirit second wind could potentially hand out a surge +Wis mod to two allies.  AP healing, and shiftiness when you surge enhance the Lifespirit further.  The powers are good to great as well, capping it with a versatile large burst attack.  Not bad at all.


Storm Speaker (PP) - AP flight and great synergy with thunder and lightning makes this is a sound choice.  The powers are all pretty great as well.


Keeper of the Hidden FLame (PHB2) - You gain accuracy with one attack when using close attacks, plus a rerolling effect with an AP.  If you have an ally that charges a lot, the 16th level feature could prove quite useful.  The powers are good, capping the PP with a interesting compulsion effect against one enemy.  If you can impose a stiff penalty here to the save, and force the enemy to attack an ally it will miss often, you can get extensive use out of Warden's Fury here.  It works weill against enemies that have strong ranged attacks, but weak melee attacks.


Shaman

Great Bear Shaman (PHB2) - If you're going Shaman MC, this is the PP to take.  Everything about this PP is great.


Ghost Panther (PHB2) - If your party is into Stealth, this PP is a really good choice.  Ghost Panther Spiral creates a huge zone of teleporting fun.


Disciple of Winds (DP) - This PP offers extra movement for allies.


Everflame Guardian (DP) - You barely get any healing boosters, but you do get to add fire damage to your allies' attacks now and then as well as negate enemies' fire resistance and immunity AND give them vulnerability to fire.  You also get some fire resistance too.


Warrior of Spring (DP) - Like some of the Shaman PP's here, this one can supplement a Lifespirit's healing decently.  It's kind of meh though.  Take this only if you REALLY want to heal allies.



Cleric


Warpriest (PHB) - Multi-marking with different effects on different targets will only make you a better Defender.  This class has long been one of the best Defender PP's, and it's still among the elite to this day, and probably always will be.  The only thing this PP won't give you is the +1 AC with heavy armor, a minor inconvenience.


Angelic Avenger (PHB) - This will also make you a better Defender.  Flight 1/day, any heavy blade, very accurate AP turns, and a fear based encounter debuff to one monster until you're bloodied.  The E11 should probably swapped with Reserve Maneuver.


Divine Oracle (PHB) - Immunity to surprise and 2d20 for initiative as well as good buffs.  Making a hit an auto crit can enable ally novas, though you do spend a standard action.  You'll want the nova you setup to be able to more than make up for your lost standard action.  This isn't hard to do though.


Annoited Champion (PP) - Offers great buffs for you and the party.  A few things key off of Cha, but not enough to really matter or take anything away.


Compassionate Healer (PP) - This PP can really manage healing surges like no other I've seen.  This is best for Lifespirits who want to enhance both their Defending and Leading.


Stone Keeper (PP) - Dwarf only.  You get good stuff here: healing, proning larger targets on crits, extra weapon damage AP, increased reach, extra damage and accuracy.  It's a good one.  Warpriest is tough to top however.  You will probably want CD Divine Fortune to make use of all the features.  That could be the biggest drawback here.


Invoker

Devoted Orator (DP) - If you don't mind having incompatible 11th level features, the big payoff comes in the form of adding the thunder keyword to all your close attacks, as well as a free push.  With Spear Push and Polearm Momentum, that's a knockdown with every hit without having to use a magic item (of course you probably want a Staggering Weapon and Mark of Storm too).  The thunder feats are all pretty incredible too.  Anyone looking to make a thunder build should take a look at this PP.


Hammer of Vengeance (PHB2) - The fact that you can't use the 16th level feature with your powers save for the ones this PP gives does suck, it still offers some good stuff that'll help you defend the party. 


Divine Hand (DP) - If you can get the Fear keyword on all your attacks (I'm not sure this is possible), this PP is greatness.  It's still not bad if you can't.


Stonecaller (DP) - Pretty much all of this PP is win for you.  You get a difficult terrain AP, resistance to being knocked prone, tremorsense 5, and three good powers.  I really like the image and flavor of the D20. 



Paladin

Champion of Order (PHB) - Certain Justice is an incredible debuff if you can keep the mark up.  The rest here is solid.


Hospitaler (PHB) - You really need to be a Paladin or Hybrid because Hospitaler's Blessing is freaking amazing and it keys off of the challenge.  A Hybrid loses the great Warden features and can only gain one of them back.  This is an outstanding Defender PP, but really only Paladins can pull it off.


Gray Guard (PP) - Your Paladin skill will have to be Insight to get in.  The biggest drawback is the U12 that reloads a paladin encounter power.  There are better PP's to choose, but this one isn't bad. 


Hammer of Moradin (PP) - Outstanding PP for the hammerer.  Very good features and powers here.


Warlock
Warlock PMC - I haven't looked at many of the Warlock powers of late, but this gives you Eldritch Strike, which opens up all kinds of cool options for you.  You'll also get Armor of Agathys, which punishes enemies for being adjacent.  I'm not sure it's worth it though, due to heavy feat investment.  It really depends on how synergistic the Warlock powers are.  From what I remember there are some good controlling options among the Warlock powers.  Warlock PMC also opens up access to Shadow Walk, but the movement requirement with Shadow Walk might cramp some styles.  Implements could pose somewhat of a problem for some races.  Warlock PMC could prove counter productive when you delve deeper.  This needs further examination.


Fighter
Pit Figher (PHB) = This is one of the gold standards in melee PP's.  Wildbloods would do well to pick this one.

Kensei (PHB) - A solid pick to be sure.

Iron Vanguard (PHB) - Pick up a power that allows you to push at will and go to town.  It might be tough getting Polearm Momentum though, but not impossible my any means.

Dreadnought (MP) - You just got extremely tough by choosing this PP.

Dwarven Defender (MP) -  Sorry not a fan of this one.  Pass.

Inner Dragon (MP) - I am a fan of this one.  Feel free to pick.

Polearm Master (MP) - Fantastic choice for obvious reasons.  Spiked Chain Training MC will work with this PP even though it's called Polearm Master.

Shield Adpet (MP) - Sword and Board should take a look at this one.

Ranger

The following is based off a critique by Nausicaa.  Thanks for the contribution.


Avalance Hurler (MP) - it may serve you as a niche build but it's powers also key of dexterity. I didn't put it red since it could be useful to expand your ranged options, but it requires you to use two weapons. - Nausicaa



Blade Banshee (MP) - omg... so many thunder cheese... it requires you to use a longsword, but you can surely find a way to put it in offhand. The features are simply great, they key off wisdom. When you attack someone more than once he gets -2 to attacks. Steel scream is good, soothing reverberation is very good and Mind-Bending Blades is... dominate? :D - Nausicaa

I love this PP too, but it's hard to make it work better than other PP's like it.  It also needs to be mentioned that this is Eladrin only, which is not a good Warden race.  Also, Pit Fighter does the job better.  That said, there is probably a build to be made out of this PP that is effective.  Perhaps a Warden|Ranger Hybrid MC Fighter/Swordmage Feycharger? If thunder damage gives a power the thunder keyword, this gets better really really fast. - LordofLeapin

Blade Dancer (MP) - is in the threshold from great to very great. The daily 20 deals additional damage based on dex, so maybe it's not that great. 12th level utility is useful only if you are a Dex race.  But you gain VERY good bonuses to AC and reflex (that generally is your weaker save). You also gain more easily the "at least 2 melee attacks" bonus compared to the blade banshee.
Feral spirit: never played a BM ranger sad.gif- Nausicaa

Again, you probably need a Warden|Ranger hybrid, or some other way to get Twin Strike.  The features need single target multi-attack to work well. - LordofLeapin

Giant Slayer (MP) - not sky blue since most of the powers are effective only against large or larger foes. Huge bonus to AC and mobility against large foes, Ride the Giant down is a attack power stealthed in a utility :D Giantslayer strike grants an awesome Save end stunning effect.
Hellborn shadow: only for tiefling and it's quite good for them. Hellfire caress is the most important feature, takes out the fire immunity or resistance problem and you can make your fire cheese. You gain concealment with your powers, and that it's quite useless for a defender. But as a tiefling warden you're already a non-common character so i think you can stand a little sneak^^ - Nausicaa

This PP would really shine if you fight Large or larger foes in every encounter.  A lot of monsters are Larger or larger at Paragon and beyond.  The stuff you get against enemies Medium and smaller are still pretty good. - LordofLeapin


Pathfinder (PHB) - Battlehoned: check. Pathfinder's action: check. Cruel recovery... omg check. Wrong Step: CHECK! (immobilize? did i turn in a fighter??). Act together: ok, i can see the point now. Slasher's mark: well i can't say this sucks, but i didn't sign in for 2 weapons power... i don't know how to rate it, it's great since you can mark a foe until the end of encounter only with this power, you can use a healing surge, but i don't know how much using two weapons hurts the warden. - Nausicaa

You've got to go Hybrid Ranger as you must have two blade fighting style.  This PP fits the Warden quite well and you can probably make a good build with this. - Lordof Leapin



Warlord
Earthfast Brigadier (MP) - Unlikely but very effective choice here.  This has better synergy with the Warden than it does with the Warlord.

Epic Destinies


Epic Destiny
Fang of the World Serpent (PP) - The Fang is made for the Nova.  Str to damage and extra attacks as well as a stance that increases speed and accuracy, the Fang is a great choice.  The extra attacks are the biggest draw here.  Get Rampage (assuming you are MC Barb and nova with Barb powers) and other extra attack generators, along with some crit optimization, and you're a Nova waiting to be set off by any crit you throw down.  The level 30 capstone is a bit underwhelming, but the rest is greatness.

Fury of the Wild (PP) - Some of the features and the power deal with unbloodied foes, so this PP likes to get enemies bloodied fast.  Personally I like Fang of the World Serpent better, but this one isn't too shabby.

Honored Ancestor (PP) - Very underwhelming ED, unless I'm missing something.

Mythic Spirit (PP) - If you want to boost your Leader role a bit from the Lifespirit, this ED is ok.  You can do better though.

Perfect Guardian (PP) - I'm just not digging this Warden ED.  Beast Strike is only once per turn, and you can probably already knock prone anything you hit anyway.  If you can't, then I suppose this features gets better.  The extra damage is also only once per turn so...meh.  The capstone at 30 seems underwhelming too, but I guess if you stack on more penalties to hit, the chance of your enemies hitting anyone are slim to none.  The other stuff is ok too, but I just think there are better options for an Epic Warden; Eternal Defender comes to mind.  It's a shame, since this is the Warden specific ED.

Reincarnate Champion (PP) - Outstanding ED.  The ability to get racial powers and racial feats is awesome.  Iron Mind and Githzerai feats come to mind.  Even better are Eladrin feats and Fey Step if you really must feycharge.  Dwarf rocks since you can now take Stoneheart Warrior.  Great for cherry picking what you want from the vast pool of racial feats.

World Tree Guardian (PP) -  This ED can generate some great damage resistance and regeneration.  The damage resistance is keyed off of an immediate action, so there is a drawback.  Boughs of the World Tree offers obstacles, difficult terrain for enemies, and buffs for your allies that can persist.  Solid ED.

Demigod/Chosen
(PHB/PGFR) - It's well documented why this ED is great.  The same reasons apply here.  Wardens are pretty dependent on two stats and Divine Miracle remains great.  Chosen does offer more flexibility in the power you get, but Demigod's isn't bad.  It's pretty fantastic to be among Moradin's Chosen.  Forge of Creation can get you your second wind back in addition to other great stuff.  This can work for your allies too.  All you and your allies have to do is hit before the end of your next turn.  Thanks for the buffs Mr. Leader.  That's a possible FIVE second winds in one encounter per day (Armor of Enduring Health, Epic Recovery, Spiritual Renewal, Forge of Creation),  though you can spread out your daily extra second winds over the course of the day.  I could be missing other second wind extra uses here.

Eternal Seeker (PHB) - This is easily one of my favorite ED's as the choices it allows are so varied.  The extra action you get from an AP on the next turn also cannot be understated; it's awesome.  Fantastic choice for those Wardens who want more choices for versatility or further focus from other classes.

Eternal Defender (MP) - Another fantastic ED, you get Str, reach, and the ability to use a polearm with a shield.  This is one of the top choices for all Wardens.

Undying Warrior (MP) - This ED makes an already extremely resilient class, that much more resilient.  It might be overkill, but this ED meshes very well with the Warden.  This would be great with a Compassionate Healer, making healing surge management even easier.

Harbinger of Doom (PHB2) - Good features and an anti-teleporting power make this a good to great choice of ED.

Champion of Prophecy (PHB2) - Boosts stats, offers healing on crits, and the capstone allows you to stay in a high level form all the time at the cost of an AP, which could be awesome with some builds.

Reborn Champion (D 365) - This ED doesn't start getting good until late Epic, but then it becomes awesome.

Punisher of the Gods (D 372) - Probably better for other classes, but Nova Bursters love this PP if they build around crits.  The nerf wasn't really a nerf, it just made the ED not insanely broken.  Now it's just merely fantastic.

Storm Sovereign (D 372) - Not a bad ED, but there are better options.  If you focused on Thunder, and depending on your interpretation of adding keywords to powers, this ED could quickly become skyblue.

Avatar of Storm (DP) - This requires a specific build and also requires the Storm Sacrifice Channel Divinity feat.  You can get this via Divine Channeler.  It's a good idea to take MC Invoker and take the Devoted Orator PP.  This adds the thunder keyword to all close attacks.  Now have fun.


Equipment


Hide Armor

Armor of Enduring Health (AV2) - Get this as soon as you can in Epic.  Second Wind 2/encounter is amazing, considering how good you can make second wind by then.

Great Cat Armor (AV2) - Extra shifiting is always good.

Lifefont Armor (AV2) - For those builds that want to optimizie Font of Life.

Armor of Dark Deeds (AV2) - You'll have CA often, so you'll have concealment often.  This means you probably won't need that Shadow Band if you were planning on getting one.

Battle Harness (D 368) - A good bonus to initiative and free action item draw. Awesome.

Elven Battle Armor
(PHB) - A great bonus to save vs immobile or slow. Combine with Martial Freedom for save ends immobile/slow immunity. You also get a two turn bonus to speed as an encounter power. Solid.

Sreaming Armor (AV) - Cool encounter power. It's possible that the Intimidate bonus could help a Half Orc with the Cincture of the Dragon Spirit which allows you to use Str for Intimidate rather than Cha. That's a niche use though. Everyone else should definitely pass over this.

Veteran's Armor (AV) - Post nerf it's still useful with AP's.

Rageblood Armor (PHB2) - MC Barbarians will want this armor without a doubt.

Lifeblood Armor (PHB2) - More HP's is always a good thing, but this armor is on the expensive end of the spectrum.

Trollskin Armor (PHB) - Great daily power with the regen 10.

Barkskin Armor (AV) -  This armor gives a great bonus to AC for those times you don't want to be hit.

Assassinbane Armor (AV) - Immunity to surprise is great. However, WB's definitely don't need this, while ES's have better options.

Warmth (AV) - Like Armor of Resistance, this gets better the more various resistances from other sources you have.

Displacer Armor (AV) - For those battles where you really put your enemies in the vise, this armor's Daily can potentially save you a ton of HPs. 

Bloodcut Armor (PHB) - If you have tons of surges this can resist a ton of damage. This armor's worth is dependent on your surge total and how many encounters you go through a day.

Armor of Durability (AV) - Adds to your surge value. Decent choice, but I like a lot of others better.

Surge Armor (AV) - It's similar to Barkskin and Displacer, but sucks.

Snakefang Armor (AV) - Resist poison, so it's similar to other resist damage armors. The more various resistances you have, the better this one is. You also get some daily poison retributive damage.


Weapons

Iron Body Ki Focus (D382) - Ki Focus Implement.  You have to take an Assassin MC feat (prereq Dex 13) from the same article to get access to this Ki Focus.  Once you do, you can get this obviously powerful item to make you crazy tough.  As a passive property, when you hit a target you gain good resistance to damage from all that target's attacks until the end of your next turn.  With all the blast/bursts in the Warden's arsenal this is just too damn good.  Get a consistant supply of THP to put on top of the DR.  I have to say, this item is too good in the hands of a Warden (or any Defender really).  Combine this with Standard of the Hungry Blade and your DM will kill you in your sleep.

Note: You have to use the enhancement bonus of this Ki Focus, rather than the enhancement of the weapon you use, when making weapon attacks in order to receive the property/DR.  At least as far as I understand how Ki Foci work, this is the case.

Maw of the Guardian (AV2) - Con to damage while in a Form.  Incredibly awesome.

Death Mark Weapon (AV2) - If killing and shifty mobility are your thing, this is a great weapon.  Probably best for TWF.  1d12 crit vs marks.

Guardian's Call (AV2) - Boost a NAD while in a Form. 

Frost (PHB) - For the Wintertouched/Lasting Frost combo.  Damn it's cold in here.

Lightning (PHB) - The easiest way to control with Mark of Storm, Polearm Momentum, and extra slide/pull effects.  This weapon is expensive, but not necessarily prohibitively so.  This isn't the only way to achieve ultimate control, but it's simple and obviously effective.

Vorpal (PHB) - So good, but so expensive, and so high level.

Rending (AV) - Axe only. For the Nova Burster only.

Grasping (AV) - Spear/Polearm only. Great single target lockdown.

Controlling (AV) - Polearm only. Great for slides and pushes, can also turn a push/pull into a slide 1/encounter.

Berserker (PHB) - Axe or Heavy Blade. Trade defense for accuracy and resist all 5 for the entire encounter. The penalty to defenses is just too severe and it's a daily power to boot.

Githyanki Silver (MotP) - Heavy Blade. Awesome with Psychic Lock. The daily offers potentially great control if the enemy stays gone for more than one round. I like this with a SnB Warden.

Feyslaughter (AV) - Every Warden should try to get a backup Feyslaughter weapon. Teleportation is something you can't deal with innately.

Battlecrazed (AV) - Axe or Heavy Blade. Awesome for a Nova Burster.

Reckless/Bloodclaw
- Nerfed.  Move along.

Withering (AV) - Reducing your target's AC with every hit is great. The saving throw caveat does make this a bit unreliable though.

Warsoul (D 364) - Warforged only. Any one handed melee. A stacking bonus to initiative and a response to an enemy's shift as a daily. Not bad.

Inescapable (AV) - Helps out with accuracy I suppose, but it seems like a Catch-22 to me.

Hestavar Dueling Blade(D 371) - Light Blade only. Increases accuracy of OA's and immediate reaction/interrupt melee attacks. Good daily power as well. Spike Chain Masters probably make the best use out of this.

Staggering (AV) - Poaching Footwork Lure/Eldritch Strike or going Thundergod makes this gold. Otherwise you'll want as many slides as possible.  Icewrought Sentinel gives all your cold primal powers sliding effects that might knock prone with Polearm Momentum depending on interpretation.  Devoted Orator (Invoker PP) gives thunder to all close attacks.  It's absolute gold with Mark of the Storm.  The downside is that this weapon can't be a spear.  It's Axe, Flail, Hammer, Heavy Blade, or Mace which means Glaive or Halberd are your only options currently that I'm aware of.

Luckblade (AV) - Reroll ftw.

Pinning (AV) - Would this have been overpowered if it were an encounter power.

Defensive (AV) - Boost those defenses even higher with your second wind. ES Wardens want to be in a situation where the enemies adjacent are forced to attack him when they second wind with this item.

Vanguard/Thundergod (AV) - For the charging Wardens of the Boondocks.


Arms

Bloodsoaked Bracers (AV) - Novas kill stuff extremely fast with these bracers. It's a 1/day thing though.

Trollhide Bracer (AV) - Combine with Trollskin Armor for regen 10 twice a day.

Bracers of Defense (AV) - Great one time damage resistance, but it's only a one time thing.

Iron Armbands of Power (AV) - The default bracers for most melee characters.

Couters of Second Chances (AV) - Reroll ftw.

Counterstrike Guards (AV) - Combine with Strikebacks for 2/encounter ripostes.  The attack has to miss though.

Healer's Shield (AV) - This makes one healing surge REALLY count 1/encounter for WB and LS. Always use on a Warlord's or Cleric's Inspiring/Healing word.

Shield of Blocking (AV) - Power resist all. Combine with other resist all X damage effects for multiple resist all X damage effects per day.

Flamedrinker Shield (AV) - Property resist fire. Combine with other various resist damage properties from armor, race, or class.

Shield of the Guardian (AV) - This should be disincentive enough to not attack the ally that benefits from this shield's power.

Shield of Deflection (AV) - The awesomeness of this shield is directly proportionate to the number of ranged attackers you face. If you can afford this as a backup item, it's a great backup item to have.

Jousting Shield (AV) - For the charging Wardens that don't go two handed.

Shield of the Barrier Sentinel (D 366) - A bonus to AC and Reflex while flanked dependent on tier.
Flameward/Stormward Shield (AV2) - While the At Will reation is awesome, it's only with one energy which makes it limited in scope.  It's still good though.


Feet

Boots of the Fencing Master (AV) - I like these for other classes, but they're not a bad choice for you.

Dwarven Greaves (PHB) - Negate forced movement 1/day.

Rushing Cleats (AV) - I really wish these worked with pulls as well, but they're still the best boots for any Polearm wielder.

Steadfast Boots (AV) - 1/encounter make these a solid choice.

Boots of Eagerness (AV) - Extra movement rules.

Boots of Striding (PHB) - Like extra movement, speed rules.

Assassin's Slippers (AV) - Flanking w/o flanking 1/encounter.

Greaves of Maldeen (D 364) - It's rare that you won't always be after an enemy. The +2 speed is quite awesome here. The daily power isn't too shabby either, though not stellar.

Earthreaver Stompers (AV) - Gain tremorsense. The daily power also offers you good control

Boots of Speed (AV) - +2 to speed and an extra move action 1/day.

Zephyr Boots (AV) - Awesome item that helps you deal with fliers.

Sandals of Avandra (AV) - Shifting half your speed is great. Tack on +2 speed and you have a great item.

Boots of Teleportation (AV) - Awesome item but it's expensive.


Hands

Greatreach Gauntlets (AV) - Increase reach for a -2 to hit. It's a good option to have without a doubt. It'd be crazy to run around all the time with these activated.

Wrestler's Gloves (AV) - Good in combination with a Grasping weapon.

Parry Gauntlets (AV) - Boosts your second wind defenses.

Strikebacks (AV) - 1/encounter hit the enemy back for attacking you.

Gauntlets of Destruction (PHB) - A great set of gloves for any melee class, especially so for Nova Bursters.

Gloves of Camaraderie (AV) - Since you have Font of Life, you can pretty much negate save ends effects. As an encounter power, these are among the best items for Wardens.

Gloves of Ice (AV2) - For those using Frostcheese, these are awesome to have.


Head

Cannith Goggles (D 365) - Very cheap lowest level boost to Perception.

Headband of Perception (AV) - You can use this if the Cannith Goggles aren't allowed. Obviously when the bonus for this item is greater than the bonus of Cannith Goggles, swap them out.

Eye of Awareness (AV) - A bonus to Will can't hurt, but the item bonus to initiative on top is very nice.  It will stack with the bonus from the Battle Harness too.

Headband of Intellect (AV) - If you're going for Psychic Lock, you probably want this item to boost your accuracy.

Helm of Opportunity (AV) - Boosts OA accuracy.

Horned Helm (PHB) - A good choice if you're going to charge often.

Coif of Mindiron (AV) - All versions of these help out ES Wardens.

Coif of Focus (AV) - The contingency for being stunned. Don't leave home without it.

Eye of Awareness (AV) - Combine with the Battle Harness for an impressive bonus to initiative.
Take Improved Initiative and you'll very rarely go second. This also gives you a bonus to Will defense.

Ioun Stone of Regeneration (AV) - Another source of regeneration.

Eyes of the Dragon (D 365) - A high bonus to Perception, and blindsight in a large area as a daily.

Essence of the Wisp (AV2) - A bonus to Will and an At Will pull vs a ranged attacker.  This is the best head slot item I've seen so far.

Circlet of Continuity (AV2) - This item gets better the more persisting effects you can generate.  The bonus to daze and stun saving throws is nice.


Neck

 Amulet of Mental/Physical Resolve (AV) - Two different neck slot items grouped together here. They give a bonus to save vs. various conditions.

Cloak of Resistance (PHB) - More daily resist all damage.

Cloak of the Walking Wounded (AV) - This about as good as it gets. This item was made for Wardens and Dwarves.

Brooch of Vitality (AV) - A good item, but Cloak of the Walking Wounded is better.

Cloak of Displacement (AV) - This should only be used in certain parties. Remember you don't want your AC so high that enemies don't want to attack you.

Torc of Power Preservation (AV) - This item is a Nova enabler.


Ring

Nullifying Ring (AV) - Every Warden will want one of these.  Not cheap.

Shadow Band (AV) - Concealment makes you harder to hit.

Ring of Personal Gravity (AV) - This adds awesome daily stickiness.

Ring of Heroic Insight (AV) - Nova Burst enabler.

Ring of Regeneration (AV) - Awesome if you've reached a milestone.

Iron Ring of the Dwarf Lords (AV) - You could do worse here.

Ring of Invigoration (D 364) - Surge healing when reduced to 0 HP.

War Ring (AV) - Great for other classes, but criticals aren't your specialty normally.  However, if you build for crits, these help make them better.

Ring of the Shadow Guard (AV) - Resist cold and necro as a property. Combine with other various resistances.

Ring of Fey Trave (AV) - An item speed bonus from a ring. This could be useful if you other speed related slots are taken up by other items.

Ring of the Phoenix (AV) - Resist fire as a property. Combine with other various resistances from other sources.

Ring of Many Forms ??? (AV2) - A +1 to hit, even if it's for one attack is ok in my book.  There are better rings that you can choose.  If "use a polymorph power" means the Warden gets the bonus every round he's in the Form...well, then this item is mandatory and is as blue as the sky.  My 4E-fu is rusty so I'm not sure what the implications of "use" are.

Alliance Band (AV2) - This ring can give out a large amount of HP's per day. 

Ring of the Fallen (AV2) - Con to second wind.  Other good stuff too.  Great ring for Con Wardens.


Waist

Diamond Cincture (AV2) - Surgeless healing and a fading bonus to Fort with each use.  Wis Wardens want this more than Con Wardens.

Cincture of the Dragon Spirit (AV) - If you want to be good at Intimidate, this belt is the item for you.

Baldric of Tactical Positioning (AV) - Help an ally flank easier.

Belt of Vim (AV) - Increase Fort defense.

Sash of Ensarement (AV) - Here's something for extra grabiness.

Belt of Blood (AV) - ES Wardens will want this asap.

Belt of Mountain Endurance (D 365) - Any Warden will want this asap. Str to surge value and a daily power that boosts defense with an AP.

Backbone Belt (AV) - Combine this with other second wind defense boosting effects and well...you're just not going to be hit for one round. You just won't be.

Healer's Sash (AV) - Whether you're wearing this belt or not, someone in the party should have this. You'll be contributing to the surges spent to create charges as well regardless of whether you wear the belt or not.

Cincture of Vivacity (AV) - Not bad at all. This could get quite a few THP now and again.

Belt of Titan Strength (PHB) - This belt and Bloodsoaked Bracers give you a high boost to damage once a day each.


Wondrous Items
Battle Standard of the Hungry Blade (D381) - When it's activated and at the start of your turn, this level 9 item creates a zone in a burst 3 that pulls all enemies two squares and slows them until the start of your next turn.  Pretty much any and all Wardens will want this item.  Enemies can of course try to remove the standard, but they spend a standard action and provoke OA's for doing so.  Ouch.  Fantastic item.

Power Jewel (AV) - Skyblue if you poach Rain of Blows. It's still solid with some of the Warden's powers.

Salves of Power (AV) - (Ab)use these for extra uses of Form of Winter's Herald.

Foe Stone (AV) - You have many attacks that hit NADs. Regardless of that, this is an item every party should have at least one of.

Solitaire (Various) (AV) - Better for other classes, but the Novas will want a few of these
Battle Standard of Healing (AV) - Multiples of these stack.

Frozen Whetstone (AV) - This will give your weapon the Cold keyword which is usable with Wintertouched/Lasting Frost.

Mind Dust/Dread Nightshade (AV) - For psychic/poison attacks respectively of up to 7th or 17th level. Somewhat expensive.

Fundamental Ice (AV) - Cheap trick (both monetary and underhanded ) with Wintertouched/Lasting Frost. Immobilizes (save ends). It really doesn't get much more awesome. Thanks again Starkiller.

Dark Clover (AV) - Use with Form of Autumn Reaper nova.


Tatoo


Pierced Heart Tattoo (D380) - You gain a a good bonus to damage rolls after second wind.  If you're raging you get a bonus to attacks as well.  If a Nova build can afford this (around 300k gp), buy it.

Eager Hero's Tattoo (AV2) - After a short rest you get a scaling amount of THP (depending on level of tatto).  Also, the more surges you've spent that day the more THP you'll receive.  You can only benefit from one tattoo, so pick one you like.

Strongheart Tattoo (AV2) - Essentially, your healing surge value increases dramatically the more surges you've spent today.

Ironheart Tattoo (AV2) - After spending a healing surge you can get impressive DR, albeit only against the next attack.

Greatwing Tattoo (AV2) - Gain flying with AP.

Fleet Hero Tattoo (AV2) - Bonus to speed with AP.

Ghostwalk Tattoo (AV2) - Become insubstaintial and gain phasing with AP.

Tattoo of Vengeance (AV2) - When critically hit by a nonminion, gain a bonus to damage until the end of the encounter.  Unreliable, but quite good when it's activated.

Demonskin Tattoo (AV2) - Gain a resist 15 from an energy you choose from a list with an AP.  This resistance lasts until the end of the encounter.

Fineheart Tattoo (AV2) - THP with an AP.

Backlash Tattoo (AV2) - When bloodied for the first time during an encounter, you can use an MBA, but it can interfere with your other immediate reactions.

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Tactics: Vigilance Incarnate



The following is from the mind of Dubiosity. Thanks again for this contribution.

An introduction to Warden Strategy:

1. Assumptions
a. Build Types
b. Party Size and Composition
c. Party Level

2. General Theory
a. Hit Ratio
b. Defender Enticement
c. Adapting for Party Size
d. Adapting for Party Composition
e. DM Strategy
f. When to Wind
g. Skills in Combat

3. Pre-Battle
a. Enemy Identification
b. Terrain Evaluation
c. Party Formation

4. The First Round
a. Going First
b. Where to Be
c. What to Whack
d. Specific Tactics

5. Holding the Line
a. Target Prioritizing
b. Warden Stickiness
c. Pushing the Line
d. Saving Their Butts
e. Specific Tactics

1. Assumptions

a. Build Types

There are two major build options for the Warden:
i. Earthstrength
ii. Wildblood

As I have not played a Wildblood I will focus this strategy post exclusively on the Earthstrength. I hope that someone more versed in the Wildblood will use my format as a template and apply it to that build.

There are three sub-options for the Warden:
i. "Sword" and board (aka SnB)
ii. Reach
iii. Nova

I have experience with both Reach and "Sword" and board due to my DMs distribution of magic items. I will not comment on the Nova sub-option.

b. Party Size and Composition

Unless otherwise stated this article discusses strategy for a 5 person party with each of the 4 roles filled. See General Theory sections "c" and "d" for discussion on adapting this guide for different circumstances.

c. Party Level


At present this article will focus exclusively on the heroic tier. Where possible I will avoid discussion of specific powers unless I deem them absolute no-brainers for their level.


2. General Theory

a. Hit Ratio

I am about to ascribe an empirical amount to the number of attacks a Defender should face in any given round. I'm certain this will be a point of contention, but I posit that in a 5 person party (with only one Defender) that party's Defender should attempt to be the target of somewhere between 40 and 50% of the enemies attacks. It has been discussed in other threads that 4E tanking is not like WoW tanking in that in WoW you are expected to be the only ally harmed if all goes well, whereas in 4E a party must distribute the HP loss in a given encounter or fall victim to encounter limiting attrition.

To this effect a Warden must take measures to encourage attacks from a certain number of enemies each round, while allowing other enemies to attack less resilient targets. This is the trickiest part of Defending. Too often a Defender stands in the middle and makes himself the only logical target, and while there are times that this is necessary it should not be an objective of the Defending player to be in this situation.

The easiest way to achieve a proper attack ratio is to allow a path to a heavy armour wearing class (such as a Warlord or Cleric) which only one or two enemies can achieve (preferably by requiring them to charge). In this case it is imperative that the secondary target be capable of getting to this secondary choke point. This is where acting first and establishing the primary battle zone becomes important. If a Warden can get to a region and stand one square to the side of the centre of that region they partially limit access to your back line.

If an imbalance occurs where the Warden is being targeted too much by enemies (and is bloodied) it may be necessary for a character with enhanced mobility (Rogue, Avenger, Warlock, Ranger or any Eladrin) may need to be brought in front and to the side of you to temporarily offer themselves as a target before using that mobility again to return to safety. In this way the imbalance can be rectified.

b. Defender Enticement

An interesting thread brought up the notion of a Defender being more effective if in the DM's eyes that Defender was more vulnerable. That poster posited that a -2 to hit (from a Mark) is irrelevant if the Defender has an AC that is 2 or higher than another possible target, and further that if a Defender wanted to adequately do their job they had to be a juicier target than any other, unless other Defender class features make targeting other allies less viable.

I believe the above has some merit, but that their is a silent agreement between DM and the Defender as to where it becomes more worthwhile for the DM to target other allies than to target the Defender. This will vary from DM to DM, and thus the particular balance between relative ACs also varies. Ideally the Defender wants to be the more viable target, but just barely, and when push comes to shove you as a Defender have to do everything in your power to ensure that YOU will be the target of a monster's next given attack. The Warden has a lot of problems with that, since its class features can do little to prevent a monster from attacking a nearby opponent (unless that monster is low on HP and is within range of your immediate interrupt -- which is hardly a situation that you can rely on, even with a reach weapon). Instead the Warden depends on certain powers that limit an opponent's ability to leave your square (difficult terrain) or that push your foe out of the dangerous area.

c. Adapting for Party Size


i. Party of Three

In a party of three you will not have all three roles fulfilled, preferably dropping Controller. In this case each party member must take control into consideration when they choose abilities. An enemy that can manipulate the battlefield while you cannot will cause noticeable problems. With three party members it is important for the party to remain relatively close together, as at any point any of them could be the target of multiple attacks and the remaining two party members must be able to shift and respond. Consider abilities that grant self healing (which you should do regardless of party size, but especially when the numbers are smaller). Because of the amount of open space when facing encounters against 3 PCs the reach weapon build gains usefulness.

ii. Party of Four

Chances are you'll still only have 3 roles filled in a party of four, unless someone buckles and plays something they didn't intend to. In parties of four you are likely to have two front liners, making your job much easier compared to likely being the only one that can take a decent hit with three members.

iii. More than 5

With more than five you will double up on some rolls. See More than One below for details on utilizing multiples of the same roll.

d. Adapting for Party Composition

i. Two Defenders

Having an extra Defender certainly doesn't hurt anything. Even if you may be fighting over Marking different enemies it is worthwhile to have a second character who can establish a protective layer between the bad guys and your ranged allies. You are a Warden so you are more likely to be tougher than the other Defender, and should probably shoulder slightly more of the enemies attacks than them. Since the Warden is notoriously low on DPS compared to most other classes taking the extra punch is simply a matter of fulfilling your role in the party better.

ii. Two Leaders

To put it mildly an extra Leader makes your job way easier. You can put yourself into positions that are better to be in though riskier because of the extra 2 "Healing X" uses per encounter. There may be fights where using your Second Wind doesn't seem necessary, and that's OK; just because you have a class feature doesn't mean it should be used in every possible instance. This is probably the superior choice for an extra party member from the perspective of a Warden which as a class prides itself on being the toughest mofo around. You will likely be able to take 60 - 70% of the attacks and not feel it too much, though it will reduce your daily longevity. 12+ Surges might go far, but if you're using 3 or 4 per fight it limits you.

iii. Two Strikers

Combat ends faster with two Strikers, but having two of them can at times be harrowing for a Defender. Usually only one of them will get themselves into trouble at a time, but occasionally both will be endangered simultaneously, and that is where you are forced to be creative. Try to have your Strikers within 3 squares of each other so that you can shift and be adjacent to either of them within a round, and if either gets behind the enemies wall forcing it to collapse you will need to keep the enemy wall from backing up on them and turning your Strikers into Striker Paste.

iv. Two Controllers

Does this actually ever happen? Two Controllers should make a fight turn into a protracted battle over territory, which is just fine by you, but the added length of combat will result in you getting dinged up worse than with either of the other options.

v. No Leader

Watch out, this is tough. I did this once, and your party perspective has to change radically to make it work. Drop the spear and pick up the heavy blade and shield because every point of AC is going to matter here. Remember that 40-50% from before? Well, now you're going to want to be around the 35-40% range as other allies are going to have to shoulder the load of you only being able to regain HP once. Unfortunately this can be a tough sell for your fellow players, but if they don't learn it you go down and then you're helping no one. If you keep yo-yoing up and down you're not going to be effective as other characters spend their actions trying to keep you from dieing. In that one session we ran 3 encounters. In the second I lucked out with a Nat 20 and got back up again. Had I not the Elite Lurker would have badly damaged the party.

vi. No Striker

Since people <3 the Striker this is unlikely to happen, but if it does it likely means that you have another Defender or Healer, neither of which is likely to be a soft target. In this scenario you will do fine, even if the encounters take a little longer to wrap up. If this is a long term thing consider MCing into Barbarian to up your potential DPR.

vii. No Controller

Controllers are nice, but the debate as to how useful they are continues to rage on. I put myself in the "They're really handy but not as crucial as a Defender or Leader in a party" boat, but most of it hinges on the fact that success or failure of a Controller's ability is difficult to judge. It's not based on numbers so how do you measure it? If you do not have a controller in your party there are options for the Warden which allows it to supplement for the lack of control in the party, some of which are no-brainer powers anyways so you're likely to pitch in that circumstance anyway. In summation, don't sweat it if you don't have one of these guys, but if you do have one work with them to funnel your enemies.

d. DM Strategy

There appears to be two different types of DM when it comes to their monster's interaction with Defenders:

i. Those who almost never target an ally with a monster you have marked
ii. Those who frequently target an ally with a monster you have marked

Each lends itself to a different build. It is important to make tactical decisions based on the precedents set by your DM. A couple of examples:

Sudden Roots: if monsters seldom break off from you to attack your allies the feat Sudden Roots loses some of its relevance -- however, if monsters seldom break off from you to attack allies because you have Sudden Roots you may retrain the feat only to find that you actually needed it). This article assumes that you will have Sudden Roots by 4th level (it really is that good). Experiment with it, and determine how often it is being used, and if it isn't once every fight (or so) drop it for a more pressing feat.

Reach vs. Sword N Board: A reach weapon is more necessary when a DM elects to shift his monsters away from you to attack other targets. If a DM makes regular use of this tactic a reach weapon will either encourage your DM not to do this, or increase your DPR by a measurable amount. In either event your Warden performs better. However, if the DM allows you to be super sticky the added AC of the Shield will be very much appreciated, particularly with an ES Warden's notorious REF Defence issues.

The only way to determine how your DM will behave is to observe him. If you are unfamiliar with his style and are currently SnB you will gain valuable information quickly by establishing situations where a monster you have marked could shift and strike a more valuable ally. Pay particularly attention when an ally is low on HP, as this is a point where a more opportunistic DM may elect to break their pattern and target the badly damaged ally.

f. When to Wind

i. When the fit hits the shan:

You're down to 7 HP, the Leader is down, you've got 7 minions that want a piece of you... time to take a breath. Chances are you're one of two (or maybe even just one) front line combatants -- if you go down then enemies wash over you and spread out behind your line, and the fight goes downhill. Even in one round the damage can be countless Surges worth, and it's best to mitigate that by spending one of your own. Besides, an ST that sees that you're down to really low HP AFTER your surge may be inclined to risk the attacks against your absurd AC to see you go down, which draws tremendous attention away from your allies.

ii. When you've stepped into the lion's den:

At times it just makes sense to shift into the middle of a thousand baddies and just be a giant thorn in their side. Often I have found that using your Second Wind early, after having sustained minor damage, and then moving right into the thick of things draws a lot of attention -- especially if you can get within striking distance of their artillery and controllers.

iii. When you want enemies to attack someone else:

Sometimes you've just taken more whacks than you should have, and you want to spread the enemy's damage over some of your healthy, but more squishy allies. Using a Second Wind will often have your DM asking "Your AC is HOW high?!" and chances are if he can avoid you, the DM will. Just be sure when you do this that dangerous enemy units don't get into overly critical locations as a result.

iv. When it's convenient:

You have lost some hit points, but the battle is going your way. There may be a couple of guys around you, but now is as good a time as any. Maybe you'll have a bad guy miss you where he otherwise wouldn't have, and that one miss saves you HP in the long run.

g. Skills in Combat

All Wardens have Nature, and most Wardens (even ES Wardens) will have a noteworthy WIS (both because of the possibility of dipping into WB and because ES Wardens need something to jack their Will Defence). Wardens also have Dungeoneering, which also keys off of WIS. I personally recommend Dungeoneering as a skill, and here's why: Unless you're a Dwarf an ES Warden has very little use for Minor actions. Their mark is a Free Action, their stickiness is an Immediate Reaction/Interrupt, so make use of those Minor Actions assessing the possible weaknesses of your enemies. Efficiency of actions is key, and your fellow party members (class dependant) may not be capable of performing this necessary step in a scrap.

3. Pre-Battle


a. Enemy Identification


Once your DM lays down the figs your first objective should be identifying the monster types that you are up against.

i. What Roll is the monster?

Brute: Generally described as big and dumb, muscly or thick, the Brute will generally appear originally at the front area of an encounter.

A Brute will often be misidentified as a Soldier and vice-versa -- there's really not too much you can do about it, though there there should be some descriptive differences between the two. Brutes hit hard and have lots of hit points, but fortunately they don't hit often. Locking up Brutes while denying them CA can render them pretty much ineffectual against your higher AC, so make them a priority. If possible attempt to get one or more Brutes into your Mark burst, while simultaneously attacking an opponent who can do more reliable damage to your party. Concentrating on Brutes is what your DM _wants_ you to do, because they take the longest to go down. Their DPR is lower than most other monster types due their lack of reliability, so prevent them from targeting your low AC companions while focusing on something with some bite.

Soldier: Soldiers will be described as armoured, trained, uniformed as well as big and beefy. A Soldier's low damage output but high hit ratio is a telltale sign, as is anything that even remotely resembles a Marking ability. Soldiers usually appear in groups, and often at the front of a new encounter.

Their ability to lock you down makes them your antithesis. They do what you do, but not nearly as good: their AC is good, their damage is low and they want to get in your face. Because of their low damage they are generally considered lower threat against your melee allies, so make these of secondary importance to you, behind Skirmishers and Brutes. Mechanically speaking Soldiers seem to have the best of everything, but if you keep them away from your ranged attackers they aren't so bad -- if they lock down your Controller your controller is going to be rather annoyed.

Lurker: Lurkers generally aren't on the board at the beginning of a fight. So 'how then Dubiosity can we ascertain if there is Lurker in the encounter?' you might ask. The answer is run the math: if the XP of the bad guys looks like less than an N level encounter you're probably missing something, either a Lurker or a Trap of some kind.

If you suspect a Lurker you have to be the one to draw its ire. It will likely be strong when it attacks from surprise, and that's an attack you don't want another PC to take for you. In situations like this keep the Rogue behind you, no matter how much he wants CA. If you don't have Perception trained I should probably go visit your house and punch you in the face personally (I'm kidding... maybe) -- use it vigorously and trust your instincts about squares that seem too convenient or dicey.

Skirmisher:
Skirmishers are light, agile, where leather and tend to be smaller creatures. Their abilities focus on movement and landing big blows under certain conditions. Skirmishers will often appear near cover often to the sides in a fight, since this will enable them to split the party and increase their odds of getting behind your line.

Ahh Skirmishers... the bane of my existence. Mobile and hit like a Mac Truck. Find out how these bastards get their bonus dice of damage and try (note the TRY here) to prevent that from happening. We all know what the common reasons that they do more damage are: combat advantage, move more than a certain amount, next to adjacent ally, etc... If a monster hits for a big chunk of damage ask your DM to describe it, if he's any good he'll give you some clues. Anyways... these guys need to be a priority, since they'll want to slip past you and make your squishies have bad days. Naturally that's not a good tactical option, so instead get right on top of these punks preferably with a couple of their Brute buddies and go to down. The only good Skirmisher is a dead Skirmisher.

Artillery: Obviously they have ranged attacks... balls of flame in palms, crossbows, etc. They can have all different kinds of armour types and be as small as a Halfling or as big as a Giant.

Artillery in my opinion are not my problem. Eventually you want to push the enemy line to them, but unless there is another Defender in your group it is counter productive to chase after the back liners, since it opens up your back line as well in the process. If the artillery regular makes use of ranged bursts you will want to force them to target their own guys or only you, so ensure that your allies don't stay too near you. In general though let your strikers get the Artillery.

Controller: Wizardy types, or general looking types. Possibly floating brain in jar types. The Controller becomes obvious when he starts tossing spells and moving units on the field.

Controllers are annoying. Low damage which tends to target your Reflex which won't be too hot. They will have a vested interest in controlling you since you are trying to control using your Defender powers their front lines. If you can make a run at a Controller think about it. Often doing so will attract their guys towards you, making you still Defend despite breaking ranks, but often the enemy will turn the other way and endanger your Controller... so take the time, think about it, and make the call that works for that situation. It is often better to push your way to them, rather than take the risk. Beware Control effects like Dazed and Knock Prone which deliberately eat up the actions in your turn, though even if the Controller starts using them you're unlikely to have an easy solution to this dilemma.

ii. What Type is the monster?

Minion: Minions will be described as poorly trained, wielding inferior weapons or as being smaller than other more qualified units -- or they may simply not be described much at all. One more little hint -- they tend to be employed in numbers that divide by fours (how odd!) :-).

Often the DM will use a similar set of miniatures to represent his minions, and when he does don't go out of your way to engage them. They will never get a lucky critical hit to down your Wizard, nor will they have the mechanisms in place to lock down your ranged characters. At worst they'll surround your back line, but you need to be seriously outnumbered for this to be a concern. Usually leave these to the Controllers or the Dragonborn, but if you're in a pinch the Warden has several abilities in the Heroic tier that create burst effects, so help out if it seems like a no brainer.

Regular: Regular dudes are regular. These should be identifiable simply by virtue of their normalness. Statements like "3 Orc warriors" or "These guys have broadswords" will tip you off, since the DM will typically put out 2 or 3 very similar looking monsters, or describe them together.

The regular dudes have a higher priority than the minions, and if there is no clear elite or solo melee character in sight you'll want to attempt to engage two regular melee units at once, marking them both.

Elite: Elite dudes get a detailed description, usually focusing on how awesome they are. Bristling muscles and unique armour are mere examples of how an elite unit can be singled out. If he has a name there is a pretty good chance he/she/it is elite or better.

Melee Elites have more priority than regular melee characters, since they can do more damage and have more HP. Beware an elite monster if it has a reaction attack -- it will reduce the combat effectiveness of the monster if you simply lock it down while focusing your party's damage elsewhere. However, if the party can exclusively focus on the elite creature (which rarely happens due to circumstances) then focus on the elite creature, taking his reaction attack personally and have everyone take it out en masse. It would be advisable to coordinate status effects on the elite monster, staging them one at a time, adding one only when the previous effect is gone. This is even more important against the Solo, below.

Solo:
Bigger, badder, and often on the board all by itself, the Solo was never quite balanced correctly for play. It has too many HP, but is incredibly vulnerable to a strategic party. Solos are almost impossible to miss, so when you see it, regardless of what else is out there, Charge it and lay down your mark.

Unless the Solo is several levels above the party this should be a snap. Lock it down and have your ranged characters take it out. Avoid surrounding the Solo unless doing so is needed to sustain DPS of a rogue, since these monsters have ways of hitting multiple opponents with Bursts and other unpleasantness. Staggering your party's status effects is crucial, as the +5 to Saves makes keeping any Save Ends effect lasting very long very unlikely. Solos typically have abilities that help with their mobility, as it needs to get away from a party of adventurers that can easily surround the monster.

Leader: The Leader is a semi-type, in that it does operate on a different set of rules compared to other monster types. It will however make the enemy's little guys more obnoxious to fight against. Typical effects grant them temporary HP, move them around the battlefield or give them a bonus power of some kind. Leaders are identified primarily by their leadership qualities. That sounds stupidly obvious, but it's the truth.

Leaders are a concern, because they make other bad guys more bad. If they participate in the melee it is easy for a Warden to isolate and lock down a Leader, but if they are back line Controllers or Artillery you must do your part to allow your Strikers to get into position to ruin their day. A ranged Leader threatened with melee should partially collapse an opponents front line as the DM uses those resources to protect their awesome guy. Be ready to take advantage of Opportunity Attacks, hopefully employing Sudden Roots and to use your Immediate Reaction to partially protect your units. Note, however, that Leaders will often be higher level than other opponents and thus will have better defences and better to hits. Frequently Leaders are Elite monsters, making them extra tough.

b. Terrain Evaluation



c. Party Formation

Sample Characters, Level 1

Avalanche, WF Warden Tank by Starkiller
Warforged Warden sample character by Starkiller A number of years ago a winter battle took place on a mountaintop between two armies of warforged and their human leaders. As the battle raged and warmagic blasted the snow-covered slopes the mountain began to respond to its violation--the wind howled and a blizzard fell upon them until finally a massive avalanche rumbled down destroying both armies as it carried everyone away to their doom. There was only one survivor: a warforged designated CRS-66; it revived to find itself in a wild, primitive valley covered in snow and the bodies of humans and warforged. But CRS-66 could not move, it was in a sitting position but severely injured and its legs were pinned beneath rubble. Not needing to eat, drink, or breathe it simply sat there, watching, as seasons began to pass in this forgotten, primal glade. CRS-66 observed the miracle of nature and life firsthand: animals scurried over it and made homes in the ground beneath it, plants grew up around and over it, and weather washed over it. And as CRS-66 sat there watching these wonders it fell in love: it fell in love with the life it saw, the natural rocks and weather, the primal spirits that sometimes played there. And the natural components of the warforged responded: the livewood muscles repaired and grew stronger, the stone coverings became sturdier. But CRS-66 was still pinned beneath rocks until one day a shaman and his spirit companion came along. They saw the living warforged and worked to free it. Finally CRS-66 had someone to ask all its questions about life, the natural world, the primal essence. And with those answers came a sense of duty to the warforged: to protect this shaman and help him heal the wilderness of the ravages of a century of constant war. So they set out together to defend and repair the one thing that has had no voice in the conflict that has decimated a continent: the primal, natural world. And CRS-66 renamed itself after the event that set its new life in motion: Avalanche.

--- "Avalanche" Level 1
STR: 16+2=18 CON: 16+2=18 DEX: 11 INT: 8 WIS: 13 CHA: 10
HP: 35 # Surges: 13
Feat: Warforged Tactics
Powers: Thorn Strike
Weight of Earth
Hungry Earth
Form of Winter’s Herald

Equipment: Warhammer, Hide armor, Heavy shield, Adventurer's kit
I am so looking forward to this. There are a few formatting errors, but that's easy enough to go back and fix.
Working on em now.:D
I am so looking forward to this. There are a few formatting errors, but that's easy enough to go back and fix.

Agreed, I've been checking periodically for this handbook. Thanks to the OP!
I've also been looking forward to this one. Happy to see it. Feel free to steal my Warden/Wildrunner.
Yeah Sven it's going up under Reference Builds when I get back to that section.
Yeah Sven it's going up under Reference Builds when I get back to that section.

I still haven't added the references to my guide either. =P
I've been looking for this for a while, looking forward to seeing what you can do with it.
Looking forward to this as well.

You have a job on your hands to be honest. There seem to be many different directions you could take a warden even with just the standard books. I'm looking at a goliath earthstrength bear warrior, and I expect I'm not the only one to be doing so.
+1 to the "Looking Forward" list. Wardens are an awesome class.
Looking forward to this as well.

You have a job on your hands to be honest. There seem to be many different directions you could take a warden even with just the standard books. I'm looking at a goliath earthstrength bear warrior, and I expect I'm not the only one to be doing so.

If the wizard guides can do it, the warden one can too :D There's just so much amazing synergy to the class. Hopefully the PP section will cover that. And I'm really curious to pin down some baba/warden action, as it's a multi I've been considering.
+1 to being interested! I'm playing an earthstrength/storm sentinel warden right now, and i'm eager to see how that combination works according to experts.
Yay Leapin! You're my new hero!
Yo, Lord. Good start.

I think you should mention the fact that you can steal nova stuff from Ranger if you're willing to dual-wield, making a Wildblood Warden a decent burster as well. Heck, you can steal from Fighter (why not? everybody else does), and make yourself a decent Pit Fighter dual-wielder.
Looking forward to this as well.

You have a job on your hands to be honest. There seem to be many different directions you could take a warden even with just the standard books. I'm looking at a goliath earthstrength bear warrior, and I expect I'm not the only one to be doing so.

Yep, you're not the only one.:D I'm working on the same thing. His nova is pretty impressive so far. Stacking Rages and Forms is made of win, and free action second wind while raging is greatness.

And yes, the Warden has tons of synergy with a lot of classes. I'm sure there's a lot of combinations I haven't thought of yet. That's one reason I wanted to make this handbook.

I think you should mention the fact that you can steal nova stuff from Ranger if you're willing to dual-wield, making a Wildblood Warden a decent burster as well. Heck, you can steal from Fighter (why not? everybody else does), and make yourself a decent Pit Fighter dual-wielder.

Yep, when I get into Wildblood more in depth this will definitely be mentioned. Right now, I've primarily focused on Earthstrength. Wildblood is awesome though, and it's the Guardian Might of the dual wielder for sure.
Can you make a spear warden archtype? I'm trying to come up with an idea for a human or longtooth shifter Warden with a greatspear.
Yes, though you will be hard pressed to get Spear Mastery. Still, greatspears have the much needed +3 and reach along with the usual great spear/polearm feats. Unless you're going for a Nova build, damage is definitely secondary to defending and control.

This will be detailed soon/later.:D
Yay, looking forward too!

I had some notes that I've made on a few PP for wardens when PH2 come out. They are not formatted at all as I just write some stuff on my notebook. Some stuff have bonus to second wind, other just seems right with wardens. I've figured I should copy/paste here to help you search for synergy when writing the Multiclass PP section yourself and doing a much better job then me, so here it goes.

Fighter
-Pit Fighter
-Kensei (extra accuracy and a little damage, its good but boring)
-Iron Vanguard
-Dreadnought (only black/blue i think, not sure you need more toughness. You already have a lot of HP and can shrug off save ends effects pretty well)
-Dread Reaper (nice encounter mark, weak features)
-Inner Dragon (nice, blue)
-Knight Protector (nice, but something goes to waste)
-Polearm Master (pretty good, and you just gained Combat Challange within reach 2. the bad news is that you already have a better effect using Warden’s Fury in reach 2.)
-Shield Adept (ok i guess, but there are better choices)
-Eartheart Defender(FRPG) just ok if you are a dwarf MC fighter as it gives extra benefits on your second wind.
-Purple Dragon Knight(FRPG) -An purple dragon from the wild? well, it gives some nice bonueses. Note that you don't need to hit with the daily based of charisma, as all good effects happens nonetheless.

Ranger
-Horizon walker - Pretty nice mobility abilities for Wildblood Wardens. Bonus to death SV and HS value eqaul Wis. Bonus fun points because you are a Primal class, MC into a Martial class to get a PP with Arcane powers.

Warlord
-Dujun of Erathis (not bad, altough better used by an actual warlord. the flanking bonus to allies is good)
-Earthfast Brigadier (just has good to you as for fighter, may add some nice leadership to your defender, skyblue bonus for dwarf heavy parties(2+))
-Twiceborn Leader (nice one, also with bonus for dwarf heavy parties)
-Combat Veteran (rather nice, ok if you want dwarven resilience but you are not a dwarf )

Cleric
-Divine Oracle: This is a crazy PP, but you should get a few vs will powers to fully appreciate its features.
-Radiant Servant: ok if you can get a radiant weapon and keep it. If you depends on your DM handing the stuff, choose something else.
-Warpriest: The bonus to AC in heavy armor is totally wasted, but this path is all made of win so it doesn't matter. You will need a holy symbol at lvl 20 toght(a simple magic one is recommended for cheapness and boost to hit)


Anyway, its some pretty lame stuff as I've made for my own use, but maybe it can help in something.
Thanks for that Chando. It'll be a good reference for when I get to the PP section.

I'm working on powers now.
Heroic tier powers are done good sirs and dames.
For "Warden's Grasp", you say:

"Note this power works automatically when triggered"

I think I know what you're meaning to say, but it doesn't seem correct to me... what is your meaning there?
muy bueno senor!

(I don't know anymore spanish....)
For "Warden's Grasp", you say:

"Note this power works automatically when triggered"

I think I know what you're meaning to say, but it doesn't seem correct to me... what is your meaning there?

he means there's no attack roll. It just happens.
Right, like Kuoh stated there's no attack roll. It pretty much shuts down Lurkers and Skirmishers. I love this because they are the most annoying monsters to fight (in a good way if that makes sense).

Working on Paragon powers now.
I can think of one good reason to favor charisma: platinum scales.

If you start with a cha 11 you'll have the 13 required to multiclass into sorcerer at 21st level. Platinum scales (along with font of life) will make you effectively invincible for one encounter per day. Actually if you are a wildblood warden and go lorekeeper as an epic destiny (for some strange reason) you can make that daily utility power into a encounter ability so you can be invincible all day, every day.
What is/are Platinum Scales? I know nothing of this sorcerer you speak of.

EDIT: I see them now. Yep that's pretty awesome. You tied up your MC option though for a payoff that may never come (well I guess you could retrain the MC in epic). Str to all defenses is hilarious though.
What is/are Platinum Scales? I know nothing of this sorcerer you speak of.

Sorcerer 22nd level utility: gain strength modifier as a power bonus to all defenses for rest of encounter.
Yay for the handbook; love the warden (ES warforged arrives on the scene Weds.)! So much flavor & freshness... Curious as to what you suggest with Barbarian as I have a hard time finding a Warden that doesn't have some really great powers except for maybe lvl 3 encounters.

Note(s):
1. Level 1 At-Will power is "Weight of Earth", not Stone.
2. Items: Fundamental Ice @ lvl 10 is very, very useful: make 'em immobilized not just slowed.
I'm not understanding the value of the Warden 1st level encounter attack Hungry Earth. Upon inspection of the difficult terrain rules, i found that the reduced movement only applies to squares you enter, not squares you leave. Since Hungry Earth only creates the zone in burst 1, that would mean enemies spend 1 square to get away from you, and 2 to get near you. Isn't this completely the opposite of being sticky?

Also, is the At-Will Weight of Earth really the best at will? I think that the mark and threat of repercussion would be enough to keep enemies on you in most cases. Of course, that's not to say that it doesn't have its uses. I can easily see taking this power with a reach warden or in combination with another class that lets you drink THP like a dwarf in a tavern. To me, it seems as if Weight of Earth might be blue rather than sky blue.
I'm not understanding the value of the Warden 1st level encounter attack Hungry Earth. Upon inspection of the difficult terrain rules, i found that the reduced movement only applies to squares you enter, not squares you leave. Since Hungry Earth only creates the zone in burst 1, that would mean enemies spend 1 square to get away from you, and 2 to get near you. Isn't this completely the opposite of being sticky?

It means that an enemy on one side of you can't shift around you to get to your squishies. In a narrow corridor, it's impossible to ignore for that turn, and gives your allies time to take position or even just pelt the enemy without a care in the world. And it happens whether or not you actually hit an enemy. An excellent power to hold a line against an advance.

Also, is the At-Will Weight of Earth really the best at will? I think that the mark and threat of repercussion would be enough to keep enemies on you in most cases. Of course, that's not to say that it doesn't have its uses. I can easily see taking this power with a reach warden or in combination with another class that lets you drink THP like a dwarf in a tavern. To me, it seems as if Weight of Earth might be blue rather than sky blue.

Heavy Blade Opportunity means you interrupt movement almost as well as a fighter, and it's usable with a glaive to combine with a reach build if you want. It's very good on its own and synergizes wonderfully with existing mechanics, so I agree with the sky blue.
I'm not understanding the value of the Warden 1st level encounter attack Hungry Earth. Upon inspection of the difficult terrain rules, i found that the reduced movement only applies to squares you enter, not squares you leave. Since Hungry Earth only creates the zone in burst 1, that would mean enemies spend 1 square to get away from you, and 2 to get near you. Isn't this completely the opposite of being sticky?

Also, is the At-Will Weight of Earth really the best at will? I think that the mark and threat of repercussion would be enough to keep enemies on you in most cases. Of course, that's not to say that it doesn't have its uses. I can easily see taking this power with a reach warden or in combination with another class that lets you drink THP like a dwarf in a tavern. To me, it seems as if Weight of Earth might be blue rather than sky blue.

Yep you're right about difficult terrain. So yes, I over rated Hungry Earth because I forgot that difficult terrain only affects squares you leave. It's still good though in certain circumstances.

EDIT: Oh yeah...Paragon powers are up.
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