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Warden Class - WOTC
 
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Oct 12, 2018 @ 9:14pm
Oct 16, 2018 @ 1:10pm
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Warden Class - WOTC

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Description
Warden Class for WOTC
Wardens are psionically gifted scouts. However they have not received a traditional training in psionics and the way they use it differ from what we've seen before. Instead of using a Psi-Amp to amplify their mind's power, they make their body act as a conduit for the dormant psionic energy around the battlefield, and they affect it in various ways as the energy passes through them.

RPGO version by GreatestKracken

Notes:
The main mechanic which sets Wardens apart from other classes is their ability to change stances instead of ending their turn. Ebb and Flow ability you get at squaddie rank manages stance changes.
-Wardens have access to 2 stances: Offensive and Defensive Stance. You get your first ability which allows you to change stances at Squaddie rank (Warden's Advance).
-As Wardens gain additional ranks they get access to more abilities which enable them to change stances instead of ending their turn.
-Most abilities provide different bonuses depending on which stance you are in.

Animations and VFX:
Almost every single ability comes with their own unique VFX and little animations. You can check the pictures above to get an idea. For Example:
-You'll see the purple psionic energy wash over the Warden and turn into orange indicating Ebb and Flow has been activated.
-The shield provided by Foresight shaking and exploding after receiving a hit.
-An enormous psionic bomb knocking back every enemy in range with Warden's Tide.

Most of the vfx can combine with eachother due to how the class works. E.g. Warden's Tide triggers Ebb and Flow.

Gameplay Balance:
Balance is important to me, most of the abilities went through many iterations to make sure the Warden is not overpowered nor a push-over. I do get deeper into the balancing process if you want to check or give your feedback here: Balancing the Warden.

The main idea was to create a class that is quite able in whichever role you choose to use it but not a direct replacement of any of the classes: It can do cover denial comparable to grenadier, or direct damage comparable to Ranger but not both and there is a catch. (For example to deny cover to the enemy you have to leave the comfort of your own cover.)

Here are some quick pointers:
-Wardens always start their turn in Offensive Stance
-If you see "Activates Ebb and Flow" in the description it means the ability triggers a stance change. E.g. If you were in Offensive Stance when you've activated the ability you'll end up in Defensive Stance or vice versa.
-Almost all of the ranged attacks are restricted to Offensive Stance.
-Some abilities are restricted to specific stances. E.g. Foresight or Winding

I strongly suggest you click the little question marks next to the abilities and read them thoroughly to understand which abilities do what in which stance. However I've set up the class in such a way that you can just go about your business without reading anything if you wish to.

Weapons
Sword and Bullpup

Armor
Soldier armors or Psi Operative/Sharpshooter/Ranger TLE armors

GTS Perk
Warden: Barrage
Ranged attacks against flanked enemies deal +1 damage. All attacks have a bonus 5% chance to critically hit enemies.

Perks
Squaddie:
Ebb and Flow
Wardens can harness psionic energy around them to change between Offensive and Defensive stances instead of ending their turn.
Warden's Advance
Attack any enemy within movement range with your melee weapon. Activate Ebb and Flow and change Stance if you have an Action Point left. Available in both Stances.
Insight
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.

Corporal:
Unwavering Concentration
Defensive Stance: +15% Hit and Critical Chance and +2 Damage for Critical hits for 2 turns.
Offensive Stance: +10% Hit and Critical Chance and +1 Damage for Critical hits for 2 turns.
Activates Ebb and Flow. Removes Disorientation. 1 turn cooldown. Refresh the initial effect's duration if its already active.
Parting Strike
Sword attacks shred armor. They also get +10% Hit Chance and do +1 Damage.

Sergeant:
Foresight
Protects the Warden against the next damaging attack and removes damaging status effects on activation. Only available in Defensive Stance. Ends your turn. This ability cannot be activated on the same turn with Unwavering Concentration.
Deception
Subsequent shots during a turn provide +5% Hit Chance in addition to +20% Melee Critical and +10% Ranged Critical chance if against the same target.

Lieutenant:
Lightning Reflexes
Each turn, the first Reaction shot against you misses.
Premonition
Mastery over Ebb and Flow. Allows the Warden to change stances without attacking. Free action on a 3 turn cooldown. Activates Ebb and Flow.

Captain:
Half-Sword
A guaranteed melee knockback attack which does 2-3 damage and disorients the target if activated in Defensive Stance. Activates Ebb and Flow.
Bladestorm
Free Sword attacks on any enemies that enter or attack from melee range.

Major:
Fortress
Warden is immune to fire, poison, acid, and explosive damage.
Warden's Tide
Push back all enemies around the Warden in a large area and stun them. Disorients if in Defensive Stance. Does 4-6 Damage ignoring cover and armor. Stuns for 1 Action Point. Has a 5 turn cooldown. Activates Ebb and Flow.

Colonel:
Unbalance
A succesful shot will cause the target to lose its balance. Target takes an additional 25% damage from all sources for the rest of the turn. Available in both stances. Does not end your turn. Costs 2 Ammo. 3 turn cooldown.
Winding
A twisting melee strike which deals critical damage and ensures that the target takes an additional +3 damage from all attacks in the future. Offensive Stance only and disables Warden's Advance during the same turn. Activates Ebb and Flow.

Random Perks:
Deep Cover, Holo Targeting, Shadowstrike, Guardian, Blast Padding, Shredder, Salvo, Phantom, Chain Shot, Serial, Killzone, Death from Above, Aim

Bugs:
I've completed 2 legend campaigns with the mod, played a bit after TLE released and haven't encountered any. However if you do encounter a bug you can let me know in the Bug Reports discussion and I'll try to get on it.

Compatibility:
It should be compatible with almost anything, I haven't touched any of the base functions or templates except for adding my perk to the GTS facility.
Every single soldier ability and their accompanying vfx and animations are contained within their templates and do not require anything extra except the base game and WOTC.

Thanks:
To Firaxis for providing us with the tools. Any devs who've shared their knowledge.
Popular Discussions View All (6)
15
Jan 24 @ 2:19pm
Technical Talk - Inner workings
Eramar
14
Oct 24, 2018 @ 7:37am
PINNED: Bug Reports
Eramar
8
8 hours ago
Simple .ini edits
Eramar
< >
120 Comments
Eramar  [author] Jan 23 @ 2:20pm 
@The LDs Every ability that changes stances has "activates Ebb and Flow" in their description. Everytime you change stances you'll see purple psionic energy washing over your character turning into orange.

As to how to tell which stance you are in: You don't have access to ranged attacks in defensive (save for 1 which is a colonel level ability). So your ability bar will slightly change according to which stance you are in, for example you will not see your standard ranged shot (or Winding etc) if you are in Defensive Stance. Same goes for Offensive stance and defensive stance only abilities.
The LDs Jan 1 @ 7:40pm 
How do you change from Offensive stance to Defensive stance and the other way around? And how do you know when the stance has changed?
Sepherix cuddleling Dec 30, 2018 @ 12:10pm 
I don't know what went wrong but it felt more like a gimped skill tree than something i could make use of. Might just be me. I probably missed important info somewhere. But it felt really weird trying to use the class. THe most use i got from it was mostly the stat boost and bulpup. Free hits from afar, even crits.
neIVIesis Dec 13, 2018 @ 8:09pm 
Excellent mod. I especially appreciate the new special effects and how well they integrate into the game. It's also lore friendly, and plausible that psi powers would manifest in diverse ways among humans trained differently - just like it does for aliens and Templars.

My only suggestion would be to create unique weapons for them, to make the class unique in all ways. Perhaps reskin the Archon staff and use it as a shooting weapon and a spear simultaneously. We have no equivalent weapon in the Vanilla roster.
Alterd-Rushnano Nov 18, 2018 @ 5:55pm 
@Eramar
https://www.dropbox.com/s/1hfn1gx7v4bbiuv/LWPWardenClass.zip?dl=0

Here it is. This is an add-on mod that requires your 'Warden Class - WOTC'. I am sorry to have kept you waiting for a long time. I made it as far as possible to not ruin your achievements.
JestersFear Nov 16, 2018 @ 3:31am 
Very interesting class. I don't like the class icon, though, because it's so different from the other class icons. The effects are very nice, though.

Still, I would certainly use it in my playthrough. But already having so many melee and close range options in WOTC makes this less attractive.
Californiadreaming Nov 9, 2018 @ 6:57pm 
@Eramar - I used the simper way - turns out the answer we were looking for was "rifle". "Rifle" .
Thanks for the tutorial - I officially say "You Da Man!"
Eramar  [author] Nov 9, 2018 @ 12:13pm 
Or hey, look at the .ini file of another class which uses those weapons.. That could be simpler
Eramar  [author] Nov 9, 2018 @ 12:02pm 
@Californiadreaming Alright, since those are weapons added by other mods you are looking for their "weapon category" to add them. There are a few different ways you can go about finding that out:

-First is obviously ask the person who made the mod what the weapon category is

-Keep guessing what the correct naming is

-Or you can delve into their files and find it out yourself. I've typed up a short tutorial on how to do that in the discussions. Check the second half of the last post here
Californiadreaming Nov 9, 2018 @ 10:25am 
@Eramar, it worked like a charm! I didn't use the +Loadouts part, as I don't mind making the change in Armory. One last question - How can I add SMG's and Carbines? I can't suss out what the proper label would be. Thanks!