Warden

Echoing the soothing ebb and flow of the tides, Wardens specialize in slow healing that escalates over time, making them ideal for prolonged fights that would exhaust most healers.

  1. Strengths
  2. Weaknesses
  3. Gameplay
    1. Gameplay Footage
  4. History
  5. Abilities
    1. Branch Skills
    2. Root Skills
    3. Soul Tree Video
  6. Screenshots

Strengths

The Warden excels at slowly stacking powerful healing energies on their allies. Given sufficient time to lay down magic, a Warden can bolster their allies through even the most grueling struggles.

Weaknesses

Unable to weave their protective spells quickly enough to overcome a concentrated attack, Wardens have little defense against a rapid or group assault.

Gameplay

The Warden is a healer who calls upon the soothing power of water. They specialize in slow healing that escalates over time, making them ideal at aiding allies over prolonged fights that would leave most exhausted and unable to continue.

Gameplay Footage

History

The Elves left their homeland and came to the Kelari Isles, finding it a place of wild spirits. Many of these little gods allied with the newcomers, but one in particular would strike no bargains: Ixalou, lord of the river. Many predicted that young Diona would become High Priestess of the Kelari, so one day a rival challenged her to prove her worth by winning over the river lord. Diona boasted that the task would be simple.

She offered a sacrifice at the idol of Ixalou, and paced the riverbank until he rose from the water. “You come seeking my favor, Elf,” said Ixalou, in a voice like water rushing over stone, “but I will give you none. Kelari are passionate, haughty, and unpredictable. This is not the river’s way. Water is soothing, humble, and above all things constant.”

“I will not fail.” Though Diona’s voice rang with dangerous pride, Ixalou granted her use of his magic for a trial.

Diona traveled the river’s length. On the second day, she met a group of fishermen under attack by boglings. Reflexively, she called a towering wave that washed the scum away, but many more remained.

Diona drained the fluid from their bodies and lanced them with spears of water, but she could not stop them all. When Diona finally looked back at the fishermen, she saw that they lay at death’s door. Diona sent snakes of restorative energy toward them, but in the time it took to complete the mighty spell, the boglings’ next attacks snuffed out their lives.

At the end of the fifth day, Ixalou appeared before her. “You failed. Do you understand why?”

Diona bowed her head and said, “Water is constant, it needs time to flow. If I had healed the fishermen first, the magic would have bolstered them against further wounds. In my pride, I thought I could slay the demons first. I was wrong.”

The river swelled its banks as its lord gurgled with laughter. “I have never heard a Kelari admit that they were wrong in all of my days. For that alone, a second chance is granted.”

Grateful, Diona followed the water until she heard a clash of swords. Running to the sound, she found a group of travelers about to fall to a band of satyrs.

Diona called up spheres of healing water and threw them into the fray. One or two splashed immediately against the injured fighters, while the others lingered, releasing their soothing energies when the victims had taken further wounds. The satyrs could do no lasting damage against Diona’s waves of healing.

With a curse, their leader delivered a spinning axe slash that deeply wounded the travelers. Diona called to the river lord for guidance, and a torrent of soothing rain fell from the sky. Every raindrop washed a wound away. The pilgrims fought with renewed vigor, and hacked the satyrs down.

A bandy-armed Dwarf stepped forward and examined Diona. “That was impressive healing. I am the Justicar Thorvin. We’re hunting down Greenscale, so if you enjoy killing Satyrs, we could use someone like you.”

For a brief moment, Diona mourned not returning to flaunt her new power in front of her rival. As she agreed to accompany Thorvin’s party, Diona noted a hazy figure on the water’s edge, who nodded in approval, and then vanished.

Abilities

Branch Skills

Name Description
Aquatic Affinity Increases your Maximum Mana by (2/4/6/8/10)%
Destructive Tide Increases the damage of your instant cast spells by (2/4/6/8/10)%
Fluidity Increases the healing of all heal over time abilities by (2/4/6/8/10)%
Surging Rapids Increases the effectiveness of your instant cast heals by (5/10/15)%.
Dehydrate Drains the enemy of all vital fluids, dealing 34 Water damage over 12 seconds.
Ebb and Flow Casting a healing spell has a (20/40/60/80/100)% chance of increasing your Wisdom by 1% per application, up to 5 applications, for 15 seconds.
Dissolution Surrounds the Cleric’s feet with cleansing waters, removing all Root and Snare effects and making them immune to Snare and Root for 8 seconds.
Restorative Tide When you are Critically Hit, you heal (30/60/90/120/150)% of your wisdom over the next 12 seconds.
Orbs of the Stream Surrounds the ally with 3 orbs. When the ally takes damage, an orb explodes, healling them for 194 to 199 Health.
Unbound Steps Increases the duration of Dissolution by (2/4/6) seconds. Requires Dissolution rank 1.
Still Waters Reduces the cooldown of your Deluge by (1/2/3) seconds.
Tidal Resonance Reduces the mana cost of your next heal over time spell by (10/20/30)% whenever you Critically Hit with a Water-based ability.
Ripple Sends a ripple out from the ally, spreading all single target heal over time effects they have to up to 5 party or raid members within 15 meters.
Diona’s Gift Your Tidal Surge has a (10/20/30)% chance of not being consumed when triggered.
Overflow When you Critically Hit with a heal, the ally gains Overflow for 15 seconds. The next time they take damage, they receive healing equal to (your wisdom/twice your wisdom).
Rising Waters Increases the additional healing done by your Deluge by (10/20/30)%.
Cascade Renews the Cleric’s mind with thoughts of gentle, flowing waters, causing the Cleric to gain 100 Mana per second for 10 seconds.
Healing Showers Surrounds the Cleric with soothing rain, healing up to 10 party or raid members within 7 meters for 417 Health over the next 16 seconds.

Root Skills

Name Description
Healing Spray Refreshes the ally with a spray of crisp ocean water, healing them for 70 Health over 12 seconds.
Waterjet Blasts the enemy with a strong gout of water, dealing 10 to 12 Water damage.
Cleansing Waters Cleanses the ally with the essence of a gentle brook, removing 1 Disease, Poison, or Curse.
Crushing Wave Slams the enemy with a powerful ocean wave, dealing 14 to 17 Water damage, in addition to knocking them back.
Tidal Surge Calls on the power of the tides, increasing effectiveness of the Cleric’s next healing spell by 50%. Does not trigger a global cooldown. Lasts 30 seconds.
Healing Current Gathers the healing energies of a mighty river, healing the ally for 85 to 89 health, and an additional 58 health over 14 seconds.
Healing Flood Summons a rejuvenating flood, healing up to 5 party or raid members within 15 meter for 133 health over 12 seconds.
Deluge Immerses the ally in revitalizing waters, healing them for 96 to 100 health in addition to 20 health for each active heal over time effect on the ally, up to a maximum of 6.
Drown Floods the enemy’s lungs with sea water, dealing 33 Water damage over 12 seconds, in addition to Silencing them for 3 seconds.
Blessing of the Sea Grants the ally the ability to breathe underwater. Lasts 1 hour.
Well of Life Brings the fallen ally back to life an restores 20% of their health. This ability cannot be used while in combat.
Soothing Stream Conjures the power of a vigorous mountain stream, healing the ally for 75 health per stack over 12 seconds. Stacks up to 4 times.
Curative Waters Cures the ally with the essence of a cool, mountain spring, removing all Diseases, Poisons, and Curses.
Glassy Reflection Wraps the Cleric in a shimmering ball of water, causing the next spell cast on the Cleric within 5 seconds to be reflected back at the attacker. Does not trigger a global cooldown.
Orbs of the Tide Surrounds the ally with 3 orbs. When the ally takes damage, an orb explodes, healing up to 5 party or raid members within 10 meters for 353 to 358 health.
Healing Cataract Funnels the massive force of falling water, healing up to 5 party or raid members wihtin 15 meters for 369 to 375 health.
Downpour Channels torrential healing rains, healing up to 10 party or raid members within 15 meters for 2221 health over 8 seconds.

Soul Tree Video

Screenshots

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