Methodology and Spell Progression

Contents:

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=214">Intro
& Credits

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=215">The
Basics

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=188">Spell
List

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=216">Spell
Discussion: Breakdowns & Upgrades

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=217">Equipment
(Weapons, Armor, and Accessories)

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=371">Important
Quests

    href="http://eq2.tentonhammer.com/index.php?name=PNphpBB2&file=viewtopic&p=5792#5792">Where
to Solo



href="http://eq2.tentonhammer.com/index.php?name=PNphpBB2&file=admin&pnadmin=admin&sid=2975a80402449b7caff11b5e6700866c">Visit
the TTH Warden forums!  Or email your comments, suggestions,
and additions straight to Ethec!


4.0 - Spell Breakdown & Spell
Upgrades




4.1 - Spell Breakdown
style="font-weight: bold;">


What follows is a sliced and diced version of the Warden spell
list.  Studying it should give you a good idea of the subclass's
(intended!) capabilities.



4.1a - Spell Progression



Here's several tables, seperated by type, detailing the "migration" of
your spells (i.e. spell types, and what spells are made obsolete by
what spells and so forth):


Heal over Time (HoT): Target Ally

Heals a large amount of target ally's health over time for a short duration.
Regrowth (12)
Greater Regrowth (19)
Blessing of the Grove (26)
Chloroplast (40)
Wild Growth (54)
Greater Chloroplast (68)
-
Heals all allies near the warden, and replenishes their health over time for a short duration
Sylvan Wind (14)
Healing Breeze (28)
Gale of Healing (42)
Winds of Healing (56)
Wave of Healing (70)
-
-
Instantly heals some of target ally's health, and replenishes their health over time for a short duration
Minor Bloom (1)
Bloom (7)
Greater Bloom (15)
Nature's Healing (22)
Nature's Caress (29)
Sylvan Waters (43)
Sylvan Streams (57)
If any group member receives damage that would be fatal, that ally is healed instead and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
Tunare's Watch (52)
Nature's Reprieve (41)
Nature's Respite (55)
Nature's Regrowth (6)
-
-
-
Replenishes a large amount of health over time. The warden is stunned as long as the spell is maintained, but the spell can be toggled off early if desired
Hierophantic Genesis (50)
Hierophantic Advent (70)
-
-
-
-
-
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration
Minor Florescense (3)
Florescense (10)
Effloresce (18)
Nature's Embrace (32)
Verdant Rapture (46)
Verdant Bliss (60)
-

HoT: Group

Replenishes health over time for a short duration to the warden's group.
Winds of Renewal (14)
Blessing of Earth (28)
Chlorostorm (42)
Wild Chlorostorm (56)
Fierce Clorostorm (70)
Replenishes health over time for a short duration to the warden's group. This spell does not require any power and does not have a casting time.
Sylvan Touch (15)
Sylvan Embrace (48)
-
-
-

Resurrect

Resurrects a fallen ally. That ally has resurrection sickness for a while. This spell cannot be used in combat, but can be used on allies that are not part of your group.
Revive (8)
-
-
Resurrects a fallen ally and replenishes their health over time. This spell can be used in combat.
Nature's Touch (22)
-
-
Resurrects a fallen ally and shapechanges them into a wolf, granting increased attributes, attack speed, combat attack damage, offensive melee skills, and health regeneration. After the shapechange effect expires, the ally will get resurrection sickness. This spell can be used in combat
Reincarnate (50)
-
-
Resurrects nearby fallen allies and replenishes their health over time. This spell can be used in combat.
Equinox (36)
-
-

Buff: Single Target

Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally
Primeval Instinct (26)
Primal Instinct (40)
Natural Instinct (54)
Primitive Instinct (68)
-
-
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally
Barbs (2)
Nettlecoat (10)
Barbcoat (24)
Bramblecoat (38)
Thorncoat (52)
Spikecoat (66)
An augmentation that increases the wisdom and power pool of an ally.
Minor Vigor (4)
Vigor (16)
Oakskin (30)
Aspect of the Owl (44)
Aspect of the Hawk (58)
-
An augmentation which grants an ally the chance to replenish health over time whenever they receive damage. This spell does not require any concentration, but can only be maintained on a single ally
Numbing Spores (35)
Tranquilizing Spores (49)
Regenerative Spores (63)
-
-
-

Buff: Group

A group augmentation that increases the agility and wisdom of the warden's group.
Favor of the Wild (18)
Blessing of Wild (32)
Benison of the Wild (46)
Benediction of the Wild (60)
-
A group augmentation that increases the elemental resistance and health pool of the warden's group. The elemental resistance protects more against cold than it does heat.
Verdure (16)
Perrenial Essence (30)
Essence of the Kodiak (44)
Essence of the Great Bear (58)
-
A group augmentation that increases the physical and magical damage resistance of the warden's group.
Protection of the Willow (5)
Willowskin (19)
Protection of the Seasons (33)
Spirit of the Oak (47)
Protection of the Oak (61)
A group augmentation that places a protective barrier over the warden's group, that increases elemental resistance and wards elemental sources of damage for a limited duration
Favor of the Untamed (29)
Praise of the Untamed (43)
Exhaltation of the Untamed (57)
-
-
A group augmentation which increases defense and grants a chance that any enemy attacking an ally in melee will be stunned for a short duration. To maintain this spell, the warden must continually pay a power upkeep and remain stationary in place
Duststorm (45)
Sandstorm (59)
-
-
-

Debuff

Snares the enemy, slowing their movement speed for a limited duration.
Snare (10)

Impairment Cures

Cures noxious impairments on the target ally. This includes poison and disease effects.
Cure Noxious (6)
-
-
Cures trauma impairments on the target ally. This includes slashing, piercing, and crushing effects.
Cure Trauma (12)
-
-
Cures elemental impairments on the target ally
Cure Elemental (19)
-
-
Cures arcane impairments on the target ally. This includes magic, mental, and divine effects
Arcane Purification (28)
-
-
Cures elemental and trauma impairments on the warden's group.
Verdant Sigh (42)
Verdant Whisper (56)
Verdant Gasp (70)
Removes all hostile effects from an ally. That ally is healed for each hostile effect that was removed.
Tranquility (65)
-
-

Damage Spells

Deals cold damage over time and decreases the elemental resistance of the target.
Cold Snap (23)
Frostbite (37)
Wintry Cold (51)
Glacial Cold (65)
-
-
Deals instant cold damage to an enemy and nearby encounter members.
Winds of Frost (32)
Winds of Winter (46)
Winds of Arctic Cold (60)
-
-
-
Deals instant cold damage to an enemy.
Winter's Bite (45)
Winter's Sting (59)
-
-
-
-
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.
Cold (3)
Chill (11)
Frost (25)
Bitter Frost (39)
Hoarfrost (53)
Subzero (67)
Deals instant disease damage to the enemy and surrounding encounter members.
Wrath of the Ancients (60)
-
-
-
-
-
Deals instant heat damage to an enemy.
Fire (1)
Greater Fire (9)
Flame (17)
Summer's Flame (31)
-
-

Roots

Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect.
Willow (13)
Wisp (27)
Sylph (41)
Silver Sylph (55)
Ancient Sylph (69)
Roots the target and the surrounding encounter members and decreases their agility. When the root effect wears off, it slows their movement for a short duration. Every hostile spell or damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect
Undergrowth (47)
Bracken (61)
-
-
-
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
Root (7)
Ensnaring Roots (21)
Grasping Roots (35)
Seizing Vines (49)
Trapping Vines (64)

Summon Spells

Summons a Crystallized Phoenix Feather for every group member. The feather can be used to revive a fallen priest.
Favor of the Phoenix (11)
-
-
Summons a pack of wolves on the warden's target.
Nature's Ally (55)
-
-
Summons a protective grove around the warden. Any allies within the grove gain health replenishment over time. This spell has a small recurrent power cost.
Protecting Grove (58)
-
-

Special Spells

Summons food and drink for the chosen ally.
Summon Food and Water (6)
-
-
-
Increases the movement speed of an ally while out of combat.
Spirit of the Wolf (13)
-
-
-
Teleports the warden and all nearby group members to the nearest designated safe spot in the current adventuring area.
Verdurous Journey (39)
-
-
-
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures
Protector of the Forest (20)
Warden of the Forest (34)
Steward of the Forest (48)
Patron of the Forest (62)
An augmentation which grants an ally the ability to breath under water.
Enduring Breath (9)
-
-
-
Augmentation which grants the warden's group the ability to clearly see and breathe under water.
Nereid's Boon (23)
-
-
-



4.1c - Making the Most of Your Spells [ style="font-style: italic;">info courtesy of Jeah of Oggok, thanks
Jeah!
]



A few notes on over-healing first. Be careful not to get into the habit
of using an overly large heal for the occasion.  It's pretty easy to
want to fire off both your major direct heals after you've finished
stacking regen spells if the MT's health is dropping.  Give the
HoTs a chance to catch up!  If your MT is at full health because
of a series of direct heals, your HoT isn't operating efficiently- only
chewing up the damage and possibly wasting a part of the tick.



Ready for Action



Solo: Maintain an HoT on yourself, turn on melee as the mob closes, and
crank out those HOs.  Kick off the HO one of your DDs and continue to use the DDs and DoTs to "hammer" it home.  One
word of advice on HOs, save your nastiest DD for last- on your two most
common HOs the last spell is used to determine the "bonus"
damage.  If the battle goes bad (I use what I call a fifty-fifty
rule... if my health is in the orange with my power bar below 50%, and
the mob's health is above 50%, it's time for drastic action!), use a root spell and finally teleport.  If any of these fails or hasn't cycled,
/yell and run!



Grouped:  Maintain a damage shield and a regen (single-target HoT)
on the main tank as he/she pulls.  For large mobs you'll want to
cast a group HoT before combat (thereby reducing hate) and use the
group damage shield if you have it.  Your priorities should be
keeping the MT and other healer (if there is one) healed, in that
order.  Use your direct heals judiciously, they draw a lot of
aggro but will halt a severe drop in HPs to allow you time to cycle up
your HoTs.  If you do draw aggro, use Wisp / Sylph if your tank
can't shake it off of you- better some chance than none.  If the
battle goes completely bad, try snaring the mob as the group runs
away.  Or, if you're 39+, consider using Verdurous Journey to evac
your group away from danger. 


Contents:

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=214">Intro
& Credits

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=215">The
Basics

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=188">Spell
List

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=216">Spell
Discussion: Breakdowns & Upgrades

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=217">Equipment
(Weapons, Armor, and Accessories)

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=371">Important
Quests

    href="http://eq2.tentonhammer.com/index.php?name=PNphpBB2&file=viewtopic&p=5792#5792">Where
to Solo



href="http://eq2.tentonhammer.com/index.php?name=PNphpBB2&file=admin&pnadmin=admin&sid=2975a80402449b7caff11b5e6700866c">Visit
the TTH Warden forums!  Or email your comments, suggestions,
and additions straight to SLiDE!



To read the latest guides, news, and features you can visit our EverQuest II Game Page.

Last Updated: Mar 13, 2016

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