Well, if you play warden static (like most wardens I see) that doesn't mean the class has to be that way. I learned to play my warden on the move, and while a run speed in combat would be nice to have for certain fights where you can't take any hits, it's not really what warden truly needs at the moment to be fixed. In fact due to the range stance warden is THE BEST mobile tank in the game (and you can kite in fray too by the way). It's other stuff which needs fixed like persevere line heals (both heals from melee and range versions are TINY at the moment).
Static is sadly the way you should play, with all bosses in all recent raids and 6 man doing frontal damage constantly, steady positioning is required. Wardens are best tanks probably for constant kiting, as in spending a whole fight of 10 minutes running non stop, building all buffs and some self heals while never stopping and being able to survive quite decently, but that's barely ever useful. What we mean when we ask for sprint or kiting ability is basically what guardian/captain/beo does, something that outspeeds enemies for a short time so you don't get hit while running, during an enrage, a buffed boss phase... also a sprint is handy when you get knocked back or need to get to an enemy quite fast, tanks should be able to be the first reaching the position, not last.
Originally Posted by Osglinthor
There is simply no high skill > high reward on warden. Its something like mediocre skill > poor reward atm. Many people would disagree, but in order to increase both skill cap and reward
class would need to be sped in order to open room for some reactivity in rotaitons instead constant same #### over and over. Trough gambits with cooldown similar to shiled tactics.
Shaving time off animations would go a long way, esp if builders could be sped up aswell alongside masteries CD(wich many are against without taking everything else into consideration) to where we are reliably either one builder and combination of masteries per gambit or able to have masteries up faster for fast for example shiled tactics in order to react to incoming stun faster instead having to build it way sooner.
Ill just give quick example based on DPS lines but same thing can be applied to tank line also. Current rotation is ~30 sec long, constant #### on repeat similar to tanking, too long ramp up. You can have some variety like refreshing existing bleeds trying to react to something but more offten you will get punished for it near mirror image of blue line gameplay.
Where if you were to shorten rotation to 20 sec wich is btw easly doable provided they can manipulate animation times easly since there is so much time wasted on long animations properly rewarding reacting to bleed consumption as example considering its already built in mechanic and for example making wardens triumph cash out all DoT gambits on target for short dmg buff based on amount cashed out so you can play around it on nuke parts\target switches and so on where you have some trade of and variety in gameplay(or be able to stop DPS when needed).
Same thing can be added to blue line. Cooldowns that cash out current buffs for stronger effects, heal cash out proc here and there instead of a hurd dur press button for 0 dmg taken 2 min cd skill wich would just be additional spit in face to warden. But then again that is probablty the only thing they will be able to do, same way red/yellow will only see % dmg increase and ignoring all other faults, looking forward to being stay on boss marked diminished bot.
Cashout could give some depth to warden tank rotation indeed, if the effect is significant enough. For example, remove all the HoT (obviously after massively increasing the base value) for an instant heal of 50% its remaining pulses. Or remove all mit buffs for a -inc damage buff that lasts 20s. It could certainly work as a way to spice up the class.
I would honestly change the approach, instead of keeping a gazillion buffs all the time, I would make just 1-2 100% uptime buffs and other buffs that are much stronger but mean a sacrifice. For example, using mit buffs will greatly increase your mits (up to 70-80% total) but will remove your ability to BPE, or reduce your outgoing healing, while stacking heals will heal massively more but they will overwrite mit buffs, stacking BPE will increase a significant amount of BPE but will overwrite mits too, that way you will need to rotate through a fight between high mit vs high self sustain depending on what's happening. It's just a vague idea, this may be a bad way to implement it, but it would bring back some of the old essence of the class of preparing for the next moments of the fight instead of just having all buffs up in a fixed rotation and do nothing else, this way if a fight just require mits you can spam buffs, dps rotation... it allows for more freedom for the player and more variation in gameplay. Not sure if it's quite possible to implement as it would require heals to be incredibly massive to compensate for the lack of mits but still need to be somewhat worse than mits when you have a full raid and heals on a hard hitting boss that ignores BPE.