The Warden is an Ascendancy Class for the Ranger, the other two being the Deadeye and Pathfinder
The Warden is an Ascendancy that has options for incredible damage with boosts to Elemental Ailments, and the ability to run two Tinctures, which can be also be applied to Ranged Weapons. The Class also has some defensive options with Barkskin and an "ultimate" button with Avatar of the Wilds that can temporarily double her Elemental Damage
Guide
Small Passives
15% increased Evasion Rating, 10% chance to Freeze
15% increased Evasion Rating, 10% chance to Ignite
15% increased Evasion Rating, 10% chance to Shock
15% increased Evasion Rating, 10% increased Duration of Elemental Ailments on Enemies
15% increased Evasion Rating, +5% chance to Suppress Spell Damage
15% increased Evasion Rating, Tinctures applied to you have 10% increased Effect
Mother's Teachings
Grants Level 20 Barkskin Skill
Barkskin
Gain 1 Bark each second if you haven't been Hit by an Enemy Attack Recently Lose 1 Bark when Hit by an Enemy Attack Maximum 10 Bark -(60-90) Physical Damage taken from Attack Hits per Bark (4-5)% more chance to Evade Attacks per Bark below maximum
Lesson of the Seasons
Requires Mother's Teachings to be allocated
Lose 1 Bark when Hit by Enemy Spell Damage Prevent +3% of Suppressed Spell Damage per Bark below maximum -25 Damage taken of each Damage Type from Spell Hits per Bark
Oath of Spring
Maximum Effect of Shock is 2% increased Damage taken
You can apply up to 50 Shocks to each Enemy
This instead allows Wardens to rapidly apply a huge number of small Shocks instead of single one, which makes scaling to maximum Shock Effect of up to 100% possible with high enough Attack Speed
Oath of Winter
Enemies you Freeze remain Frozen for at least 2 seconds
Hits that fail to Freeze due to insufficient Freeze Duration inflict Hoarfrost
Oath of Summer
Hits that would Ignite instead Scorch
You can inflict an additional Scorch on each Enemy
Avatar of the Wilds
Requires Oath of Summer, Winter or Spring to be allocated
Grants Level 20 Unbound Avatar Skill
Your Hits always inflict Freeze, Shock and Ignite while Unbound
Gain 1 Unbound Fury when you inflict an Elemental Ailment with a Hit on an Enemy, no more than once every 0.2 seconds for each type of Ailment
Cannot gain Unbound Fury while Unbound
100% more Elemental Damage while Unbound
Seasoned Hunter
Tincture Effects also apply to Ranged Weapons
Enduring Suffusion
Tincture Effects Linger on you for 0.5 seconds per Mana Burn on you when the Tincture was deactivated, up to a maximum of 6 seconds
Tinctures applied to you have 30% less Mana Burn rate
Enduring Suffusion is the trick that Wardens can use to have pseudo-100% uptime on Tinctures. If they are able to get a Tincture to 12 Mana Burn stacks, once the Tincture deactivates, it will linger for 6 seconds. Along with points on the Passive Tree such as Practiced Reapplication that reduce Tincture Cooldowns, this can mean that Wardens have 100% uptime on their Tincture/s.
Experienced Herbalist
Requires Enduring Suffusion or Seasoned Hunter to be allocated