Added this one to the list. For some reason the bônus of parry of sword just disapear sometimes. Need re-equip sword to make it come back.
Someone already mentioned this, but in the interest of keeping things centralized...
No Spear Gambit benefits apply to Javelin Gambits. This is an issue because there isn't any "Javelin Gambits damage" or anything, everything is for Spear Gambits. Carvings, Battle Hymns, etc. Most importantly, traits! The whole Spear Sweep part of the Recklessness tree doesn't work in Assailment. Power Attack line needs its bleeds in Assailment. EDIT: Only Unerring Strike has a bleed. Power Attack and Mighty Blow need to be fixed. Also none of the Offensive Strike traits work for Assailment, which is a shame because that is a chance for some nice synergy if you're willing to spend the points.
Also Finishers don't work in Assailment. The Barbed Javelin bleeds are also all messed up which I believe has been noted. The 5-length Gambits are putting out the lowest bleed currently.
These bugs, combined with a couple of the Gambits were renamed while the rest retained the "Ranged" designation in front of them... maybe I'm reaching here but that kinda tells me that they didn't have enough time to work on this specific trait line and stance.
The In-Combat Power Regen legacy on the legendary weapons STILL does not affect warden ICPR. THAT has been broke since RoR. I bugged it and started a thread on it then.
EDIT: NM.. guess I was tired. Tried again today and works on my 95.
It would also be awesome if the class item LI title that includes light damage was opened up to any type of LI so we could use it.
Any chance you can tell us what you currently have planned for Wardens in 12.1?
I've been holding off leveling my Warden so far. :(
Also, any chance you might be willing shed any light on this issue here:
Pretty please? :D
Not sure I saw this one exactly. In Epic Battles, my gambit builders do damage, but the AoE ones like Fierce Resolve only do damage on the first shot. The successive ones that are stuck in my builder do ZERO damage. I can spam them with zero reduction in the targets health.
Eh, the epic battles are all kinds of messed up. Not sure if this has been mentioned, but if I attack a mob that hasn't been aggroed by a friendly NPC, it immediately drops out of combat after and clears all dots and debuffs. So Marked/Diminished Target debuff, Unerring Strike bleed, all the Barbed Javelin bleeds, ...useless.
Fire / Light Oil does not change the damage type from <ranged weapon damage type> to fire / light for:
Snapshot - Ambush
and of course ranged autoattacks and ranged gambits that are ranged weapon damage type.
I am consistently having several issues...
1) My current gambit will stay in the loader after being executed....allowing me to continue to do this gambit without having to build it again.
2) After leaving combat...the gambit stays in the loader for ~9 seconds but during this time i am unable to use "Recovery" or "Quick Recovery" to clear all or one of my base builder gambits in the loader. This is an issue that occurs in the regular game as well as inside big battles. So if i want to change my gambit for the next attack once i leave combat because an orc died...i am unable to do so for that ~9 seconds. These two skills work correct in combat and out of combat but not the transition between combat states.
3) Periodically, i find that after executing a gambit on a mob i go out of combat as if the mob had died...instead of staying in combat until that mob has died. This may be related to using Desolation as the first skill to enter combat but i have not tested this enough to confirm this relationship.
4) Desolation seems to only work 180 degrees infront of you. The skill says it has a Radius of 6m... I'm not sure if it should hit things behind you but if you do the animation out of combat...your character will spin in a circle as if it should hit 360 degrees...I've also noticed that the ability to apply the attack to the mob seems to not be working right if the target is on the move...even if you are right next to the moving target (whether you are moving or not), it feels like the radius is reduced to the point that you need to be standing ontop of the mob for it to work. In other words...the 6m radius/range feels more like 1m.
~ Bamor - Rank 12 Warden - Imladris ~
Simplifying Suggestion: starting at level 1, grant Warden's Battle Prep as an always on passive trait.
This would get rid of most of the (many) differences between being out of combat, out of combat but in battle prep mode, in combat, or in the first 9 seconds post combat.
The new, simplified rules could be:
*You can use builders, masteries, Recovery, and Quick Recovery at any time, both in and out of combat.
*Gambits in the Gambit Panel NEVER go away until cast or cleared with Recovery.
*Battle Memory would still clear after 9 seconds
*Masteries would continue to have no cooldown when used out of combat but a 15 second cooldown when used in combat.
*A legal target would still be required to cast gambits that do more than self-buff.
The net effect of this would be to streamline gambit building by making it almost identical in and out of combat, leaving our Gambit Panel completely under our control, and doing it all without making any significant change to our actual abilities beyond granting Battle Prep and Recovery at level 1 instead of whenever we get them now.
Optional Improvement #1: (add a pre-combat potency skill)
Add a new skill (Combat Prep?) to be granted after Battle Memory and Potency (level 50ish?). It would be an out of combat skill that would copy whatever Gambit is in the Gambit Panel into Battle Memory (replacing whatever is there, if anything). This would be a buff since it allows Wardens to prepare two gambit before combat which would be nice but hardly game breaking and fits well with the idea of the Warden as a proactive class.
Optional Improvement #2:
Make the gambit builders behave like masteries out of combat (no cooldown, no animation, and no sound) because I'm tired of yelling at myself while battle preping. ;)
[optional UI feedback, add a quick flash of color when gambit builders and masteries are used out of combat, you could borrow the Red, Green, and Yellow flames used on solders when given commands in Big Battles]
another things need fixing is that some ofthe teal jewellery set bonuses are broken.
for ex :%10 spear gambit dmg does not apply to ranged gambits.
i couldnt test the %10 max moral heal or the dot bonus.
?f anyone have those can you test if the %10 morale heal Works with our self heals?
are those set bonuses working in pvp?
Then you can still have masteries for more dynamic gambit strings, but the warden is less impacted by "builder lag", building gambits on the move, etc. Power would be the limiting factor, and dbtd would be a regular rotation for all trait lines (if it isnt already)
Just the gambits please.
DE dont forget that battle memory resounding challenge does not make damage.Please fix it is important.
Desolation is apparently reducing my targets' miss chance - I assume it's supposed to be increasing their miss chance. Bugged it.