Originally Posted by
Jokeurthewise
The way I see it, the problem is not so much with gambits chains but more with Advanced techniques.
The question that comes to my mind is this : Why introduce a builder / spender mechanic on the Warden ? Unless I'm mistaken (and I'm sure someone will be quick to point it out if I am, in which case Kudos to you in advance, you win an Internet I guess), we never had one in the past. We already have a special mechanic that sets us apart from the rest : Gambits.
Non-gambit skills will already be limited by their cooldowns (and maybe power cost). Why add another layer on top of that?
And I'm not even sure we need all those new non-gambit skills...
For tanking, an incoming damage reduction cooldown will always be superior to other types of emergency skills (" For the free peoples " could fill that purpose). We should be able to get all the self-healing we require from our gambits. And we have two forced taunts, which is standard for aggro management. If we want more threat, we just have to use some of our damaging gambits. As long as our self-buffing brings us at least on par with other tank classes (maybe slightly higher, since they have several emergency skills), we should be golden. (Plus or minus a utility skill for the group I guess, but that could be our debuffs like marked / diminished target, suppression, battering strike, etc. which you all tied to gambits already.)
For dps, we already have Recklessness. We'll be getting better self-buffs with improved Adroit Manoeuvre and Warden's Triumph. We'll even have some burst capabilities by consuming our bleeds. That seems to put us in a better spot already without the need for extra skills.
I'm not saying regular skills couldn't be useful or interesting, but I'm not sure they fit very well with the warden play style. In my humble opinion, that play style is this : All of your tools are always available (in your gambits), so you can adapt to any situation. If you face a challenge, you can overcome it by learning the timing of the fight and preparing in advance for what is coming (with Battle memory for instance). "Regular cooldown skills" are only for those (rare) occasions where the tools in your gambits are insufficient (lest we would be too overpowered in normal circumstances).
So my answer to "Which version of gambit chains do we like the best" is this : Doesn't matter if we deal away with Advanced techniques all together.