This gonna be a long post.
Before I start I want to say that I tested the class for many hours. I dont just went to a training dummy and came here.
A compilation of issues listed in the forum:
1 - Defiant Challenge ignore targets that are in the range of skill, they dont got forced and we dont earn mitigation for they.
2 - Defiant Challenge dont forced mob in many occasions when it should, even when it affetc the target. It should make me as a leader in threat if I do not have aggro, but very often that dont
happen. How the skill is interating with another forceds?
3 - The legacie -10 % atack duration stance in In The Fray is not working .
4 - The legacie +5 % light damage, very important to tank, can not be removed from legendary weapons.
5 - The animation of the skill Forced March is bugged, the warden is braiding her legs sometimes. Also it should be auto setted when we go out of combat.
6 - The animation of the skill to break stun is longer than the duration of most of the stuns.
7 - The skill Steadfast does not cancel immediately stun in many cases. You use the skill, wait for the long animation and after this you get the normal animation to go out of stun.
This take more time than do not use the skill.
8 - Some stuns prevent us from using the skill to break stuns ... I do not know if it's WAI or bug.
9 - The disarm is a type of wound, but it prevent us to use the skill to remove debuffs. Do not know if it's WAI or Bug
10 - The power consumption is so great that one third of gambits is built to retrieve a power in a run that take more than 3 minutes.
11 - The duration of buffs is so small that you can not keep them active. Devill_Egg said update 12.1 will fix this.
12 - They said seven months ago that might would no longer work for the warden, the Beta it did not work, but when they released it still affects the physical mastery .
13 - The last skill of determination tree, named For the Free People Tree is so useless that is not worth spending 1 point that it costs.
14 - The description of finishers not say what you get to close the following gambits, just say more effective. Here a picture with they, but should be nice have they in the description of the
15 - Due to the changes in the threat gambits starting with shield (defensive) do more damage than the gambits that start with spear (offensive)... For exemplo maddening strike.
16 - Think of the damage that a class that can attack moving and now even in melee can do in Moors having a debuff of -45 % in motion with a period almost equal to cooldown. The skill can be setted for 33 secs, full audacity reduce to 16 secs, the cooldown is 20 secs. could not check, but sounds OP.
17 - The gambit builder remains the same for 15 sec after you left the combat and skill recovery can not clean ... need use battle preparation, then recovery. Please make recovery clean it.
18 - Recklessness skill affects only the base of the base damage of the skill.
19 - The top of the skill tree Assailtment Javelin of Deadly Force work only in plan grounds.
20 - Determination The tree has a trait that if you spent 5 points give + 380 evade when using war-cry, but any 95 using 95 gear even purple have evade in the 25 cap. also in the last line of the tree we have a trait that cost 3 points and give + 288 parry and block and remove 440 evade. Are you insane?
Please put something usefull there, like Block 1-5%, like mitigation 2-10%, like morale 1-5%
21 - The skills Critical Strike + Steadfast + First Aid have the same image. Devill-Egg said is a bug.
22 - The Resounding Gambit Challenge does not cause any damage if used from the battle memory. Very importante skill to tank in this new #### system. Fix it.
23 - Wardens have no resourse to tank mobs that absorv damage as Emisarry of War, Falconer, adds of boss in Helegrod drake, OD Gortheron wing First and Second room.
24 - The masteries do not work on Big Battles because we go out of combat when try to use them .
25 - The bonus of parry from swords sometimes work, sometimes dont.
26 - There is something strange about stuns and battle memory. Sometimes potency just disapear if you got stunned. sometimes the skill go to battle memory before you use it.
27 - The description of spear lord moors set stil say that onslaught, adroit manouver or warden's triumph set 25% incomming healling. It set 12,5% now and you can satck to 25% using 2 of those skills.
28 - Trait elegant Finisher says that Surety of Death give 2% physical mitigation. The correct is Dance of War.
29 - The description of Surety of Death says that the skill is more powerfull if we have used war-cry and brinck of victory before, but these skills open to Desolation, they dont affect Surety of Death. Surety of Death dont have a finishing chain (someone correct me if I'm wrong). Same for Celebration, the description says that the gambit is more powerfull if we have used Persevere and maddening strike before, but that open for restoration, dont affect Celebration of Skill.
30 - The bonus of the jewls set from Big-Battles that give us 10% chance of being healed for 10% of morale each time we receive heals do not work.
Wardens - Threat Problem
Test 1 - AOE Threat - Called a squish 85 to run Sword Hall 95 T2C and a strong dps class to see if I could keep aggro from the DPS and protect the squish:
Test 2 - Survavibility - Doing Battle t1 in 6 tanking both trolls:
We can tank, I have done a lot of runs as tank.
But we are not effective like before. Champs and RKs give us a hard time. What Wardens need:
1 - Warden miss a skill to start fight as tank, would be nice if we had a challenge for 15 secs, then we could start with that and have time to grab mobs doing damage. DC is not a good option to start, the best gambit we have for that is Resounding Challenge.
2 - Mobs resisting very often to our light skills. Could be nice have one threat there to reduce their resistance.
3 - Our 3 capstone skills are uselless: For the Free People because is uselles, Recklessness because it's bugged and Javelin of Deadly Force because do low damage and work only in plan ground. Wardens are not happy with capstone skills.
Wardens vs Guardians
Guardians dont need damage to tank. They have a rotation with forceds that can keep mobs permanent on they, their forceds work like in the 85. (they need 1 legacie for that and they can have extra 5 secs on forceds with the new jewl sets.)
So basically only wardens are danking by damage. Cappies have forced too, can permanent for 1 target to atack they and force 3 for 15 secs each 20 secs.
And guardians have 3 emergency skills: guardians pledge + juggernaut + bubble. They also can stack mitigation to reach 102% physical mitigation:
Devill_Egg or the Guardian's Dev must be crazy. One of them must be.
Devill_Egg since guardians dont need build damage to tank, can we have our old theat system back?
Sorry for my bad english.