Mythic Warden Needs a Small Nerf.

I like fighting the Mythic Warden, but when you get your vehicle disabled by his blasts, and can’t even move a foot without being blasted again by the EMP bursts, I think there is a problem. Realistically the only way to effectively take him down is if three players have a Scorpion, otherwise it’s throwing rocks at him because he is the epitome of bullet sponge. My ONI Scorpion earlier was thrown across the map by glitch just as I spawned, and I landed between him and eight Promethean knights with Incineration cannons, needless to say, I was destroyed almost instantly because the Warden wouldn’t stop spamming the EMP blasts.

I also think his spawn placement in bases should be moved, as he hardly leaves the center part of the base, which makes killing him highly difficult in less than three minutes. Since 343 Will not budge on changing the round length, killing these bosses is for the most part, unsuccessful.

I think it’d be better if they reduced the number of Knights that spawned with the Warden. It’s not very fun trying to fight him without a vehicle when you can’t even get to him due to the enemy spam. The Warden really isn’t that bad if you can get behind with a really good weapon. It’s moreso the enemies that spawn with him. The Urban round 5 Wardens are especially troubling because of this, giving you little to no time to beat them all.

> 2533274814405955;2:
> I think it’d be better if they reduced the number of Knights that spawned with the Warden. It’s not very fun trying to fight him without a vehicle when you can’t even get to him due to the enemy spam. The Warden really isn’t that bad if you can get behind with a really good weapon. It’s moreso the enemies that spawn with him. The Urban round 5 Wardens are especially troubling because of this, giving you little to no time to beat them all.

I was on Urban when this happened. It’s also highly problematic on Raid on Apex 7 when two of the Legendary Wardens manifest, with a horde of Knights. If they’re gonna add such a boss, the AI defending him need lowered in quantity or given smaller weapons. I have been in so many matches that failed because the rounds they were placed in or just the time limit in general was a problem. Three minutes is not enough time to kill three Wardens, or a bunch of Mythic Hunters, especially if they hide in a spot you can’t reach unless you are ready to die one after another approaching them. I think the Warden is a bit overkill having three shots though, and can spam them nonstop, your vehicle practically doesn’t even get to start back up because of it. -.-

This unbalance is a big problem with all the knights wielding Anti-Vehicle weapons as the devs knew you going to be using vehicles to quickly eliminate the bosses. So to keep players from blazing through a match easily like in the beta, they add too many incineration cannons to the adds that can counter a whole fireteam in two ways: Directing fire off the bosses to have the players focus on the adds instead of their target enemies so their vehicles don’t get destroyed and to quickly destroy any player that tries to kill their leader up close, which is in fact an insane bullet-sponger. I’d say reduce the health of the bosses or reduce the frequency of infinitely respawing add ons that support the boss in a too great manner. This makes most waves damn near IMPOSSIBLE to complete only because of the unimportant enemies that deal massive damage and can take massive damage, like those -yoinking- Promethean Knights.

I like on Escape from A.R.C that the three wardens spawn outside the home base making them very easy pickings with the scorpion tanks. Now that is FAR more balanced and what the fight should of been in other maps.

The Mythic Warden Eternal has a faster recharge time for his face beam which fires 2 shots that kill spartans in one shot (instead of firing 1 shot compared to Legendary Wardens) and immobilizes vehicles constantly without hesitation, which is a problem when he spawns at the back of home base when you are trying to get him with a tank.

> 2535447568744254;4:
> This unbalance is a big problem with all the knights wielding Anti-Vehicle weapons as the devs knew you going to be using vehicles to quickly eliminate the bosses. So to keep players from blazing through a match easily like in the beta, they add too many incineration cannons to the adds that can counter a whole fireteam in two ways: Directing fire off the bosses to have the players focus on the adds instead of their target enemies so their vehicles don’t get destroyed and to quickly destroy any player that tries to kill their leader up close, which is in fact an insane bullet-sponger. I’d say reduce the health of the bosses or reduce the frequency of infinitely respawing add ons that support the boss in a too great manner. This makes most waves damn near IMPOSSIBLE to complete only because of the unimportant enemies that deal massive damage and can take massive damage, like those -yoinking- Promethean Knights.
>
> I like on Escape from A.R.C that the three wardens spawn outside the home base making them very easy pickings with the scorpion tanks. Now that is FAR more balanced and what the fight should of been.
>
> The Mythic Warden Eternal has a faster recharge time for his face beam which fires 2 shots that kill spartans in one shot (instead of firing 1 shot compared to Legendary Wardens) and immobilizes vehicles constantly without hesitation, which is a problem when he spawns at the back of home base when you are trying to get him with a tank.

I enjoyed when it was the Beta for the Warden battles, since they were able to be finished with just seconds to spare. I find myself fighting at least one Warden or the Mythic variant of him with the latter having half health to full health. It’s definitely an imbalance due to the multiple sponge-knights in the way of him. The only maps I’ve successfully defeated him on was Escape From A.R.C or Battle at Sanctum, because both maps he is in an open area where it’s easy to approach him. However they also made a lot of Watchers spawn around him which helps constantly revive his health, so it’s not just that easy to take him down from a distance with Scorpions. That is Balanced, having three Wardens bottled up in corners where vehicles can’t access him makes it to where he is practically invincible. Of all the matches I’ve played, only one match have I been able to take all three Wardens down inside the base and complete the match. That is just because he is too difficult to combat without vehicular support.

> 2533274864304862;5:
> > 2535447568744254;4:
> > This unbalance is a big problem with all the knights wielding Anti-Vehicle weapons as the devs knew you going to be using vehicles to quickly eliminate the bosses. So to keep players from blazing through a match easily like in the beta, they add too many incineration cannons to the adds that can counter a whole fireteam in two ways: Directing fire off the bosses to have the players focus on the adds instead of their target enemies so their vehicles don’t get destroyed and to quickly destroy any player that tries to kill their leader up close, which is in fact an insane bullet-sponger. I’d say reduce the health of the bosses or reduce the frequency of infinitely respawing add ons that support the boss in a too great manner. This makes most waves damn near IMPOSSIBLE to complete only because of the unimportant enemies that deal massive damage and can take massive damage, like those -yoinking- Promethean Knights.
> >
> > I like on Escape from A.R.C that the three wardens spawn outside the home base making them very easy pickings with the scorpion tanks. Now that is FAR more balanced and what the fight should of been.
> >
> > The Mythic Warden Eternal has a faster recharge time for his face beam which fires 2 shots that kill spartans in one shot (instead of firing 1 shot compared to Legendary Wardens) and immobilizes vehicles constantly without hesitation, which is a problem when he spawns at the back of home base when you are trying to get him with a tank.
>
>
> I enjoyed when it was the Beta for the Warden battles, since they were able to be finished with just seconds to spare. I find myself fighting at least one Warden or the Mythic variant of him with the latter having half health to full health. It’s definitely an imbalance due to the multiple sponge-knights in the way of him. The only maps I’ve successfully defeated him on was Escape From A.R.C or Battle at Sanctum, because both maps he is in an open area where it’s easy to approach him. However they also made a lot of Watchers spawn around him which helps constantly revive his health, so it’s not just that easy to take him down from a distance with Scorpions. That is Balanced, having three Wardens bottled up in corners where vehicles can’t access him makes it to where he is practically invincible. Of all the matches I’ve played, only one match have I been able to take all three Wardens down inside the base and complete the match. That is just because he is too difficult to combat without vehicular support.

At least once this week, I have been able to finally again win this fight on March on Stormbreak by randomly running into an well-organized team that used Temple Wraiths, Scorpions and probably Wraith Ultras. In my opinion, getting the three wardens at home base is based on how you quickly eliminate the first two legendary knight bosses, or whatever boss(es) come before them. If it takes you more than even 1 minute, you already lost the match.

The armor mod WHEELMAN to can get you out of the EMP effect sooner.

3 WARDEN in the home base means you need to start from both way together with heavy-vehicle.
After your team kill the two GREEN warden, some one need to drive his Scorpion up to the top of the slope at the back of the home base.
By doing this, the Mythic Warden will walk out a little and let everybody else inside the home base can shoot him from head on.

It is very important to mention all player DO NOT FIGHT THE WARDEN ON FOOT unless it’s almost die.
Because if you fight it on foot, there will be a high risk to trigger the Warden charge on to you. And there will be no shooting line for your team’s scorpion/wraith.
And trust me, if the heavy vehicle can not keep the DPS, there will be no change to win.

> 2535464148175966;7:
> The armor mod WHEELMAN to can get you out of the EMP effect sooner.
>
> 3 WARDEN in the home base means you need to start from both way together with heavy-vehicle.
> After your team kill the two GREEN warden, some one need to drive his Scorpion up to the top of the slope at the back of the home base.
> By doing this, the Mythic Warden will walk out a little and let everybody else inside the home base can shoot him from head on.
>
> It is very important to mention all player DO NOT FIGHT THE WARDEN ON FOOT unless it’s almost die.
> Because if you fight it on foot, there will be a high risk to trigger the Warden charge on to you. And there will be no shooting line for your team’s scorpion/wraith.
> And trust me, if the heavy vehicle can not keep the DPS, there will be no change to win.

Yes, but not everyone has it even though its a Rare Armor Mod to be unlocked. In almost every case of this encounter, we don’t fight them on foot and sometimes they manage to take cover for a while even though nobody had shot them by foot soldier. Getting past this is basically more luck than skill, as you need to run into an organized team that knows what to use for certain waves and that the bosses don’t take cover for so long.

Agreed. I was next to him in the final round and had pulled a good Wraith REQ to pummel the area. But all he did was continuously EMP stall me. I was lucky to shoot a round off between shut downs -_-

> 2535447568744254;8:
> > 2535464148175966;7:
> > The armor mod WHEELMAN to can get you out of the EMP effect sooner.
> >
> > 3 WARDEN in the home base means you need to start from both way together with heavy-vehicle.
> > After your team kill the two GREEN warden, some one need to drive his Scorpion up to the top of the slope at the back of the home base.
> > By doing this, the Mythic Warden will walk out a little and let everybody else inside the home base can shoot him from head on.
> >
> > It is very important to mention all player DO NOT FIGHT THE WARDEN ON FOOT unless it’s almost die.
> > Because if you fight it on foot, there will be a high risk to trigger the Warden charge on to you. And there will be no shooting line for your team’s scorpion/wraith.
> > And trust me, if the heavy vehicle can not keep the DPS, there will be no change to win.
>
>
> Yes, but not everyone has it even though its a Rare Armor Mod to be unlocked. In almost every case of this encounter, we don’t fight them on foot and sometimes they manage to take cover for a while even though nobody had shot them by foot soldier. Getting past this is basically more luck than skill, as you need to run into an organized team that knows what to use for certain waves and that the bosses don’t take cover for so long.

Exactly, most of the time the Mythic Warden will hide and even if someone manages to get a Scorpion up the ledge to shoot him, he just stalls it repeatedly with a bunch of Soldiers attempting to beat the back of the Scorpion to shreds. That and he will hide. Also, most teammates will play follow the leader to their death, one after another fighting him, even the Hunters is the same case. Being down just one player is devastating enough on the end round, having four players down at once is just asking for failure. It’s rather annoying that you cannot find a good coordinated team of people.

If everyone focused their fire on one manifestation of Warden at a time instead of a bunch fighting one and a bunch fighting the other, the odds would be a lot greater.

> 2535447568744254;6:
> > 2533274864304862;5:
> > > 2535447568744254;4:
> > > This unbalance is a big problem with all the knights wielding Anti-Vehicle weapons as the devs knew you going to be using vehicles to quickly eliminate the bosses. So to keep players from blazing through a match easily like in the beta, they add too many incineration cannons to the adds that can counter a whole fireteam in two ways: Directing fire off the bosses to have the players focus on the adds instead of their target enemies so their vehicles don’t get destroyed and to quickly destroy any player that tries to kill their leader up close, which is in fact an insane bullet-sponger. I’d say reduce the health of the bosses or reduce the frequency of infinitely respawing add ons that support the boss in a too great manner. This makes most waves damn near IMPOSSIBLE to complete only because of the unimportant enemies that deal massive damage and can take massive damage, like those -yoinking- Promethean Knights.
> > >
> > > I like on Escape from A.R.C that the three wardens spawn outside the home base making them very easy pickings with the scorpion tanks. Now that is FAR more balanced and what the fight should of been.
> > >
> > > The Mythic Warden Eternal has a faster recharge time for his face beam which fires 2 shots that kill spartans in one shot (instead of firing 1 shot compared to Legendary Wardens) and immobilizes vehicles constantly without hesitation, which is a problem when he spawns at the back of home base when you are trying to get him with a tank.
> >
> >
> > I enjoyed when it was the Beta for the Warden battles, since they were able to be finished with just seconds to spare. I find myself fighting at least one Warden or the Mythic variant of him with the latter having half health to full health. It’s definitely an imbalance due to the multiple sponge-knights in the way of him. The only maps I’ve successfully defeated him on was Escape From A.R.C or Battle at Sanctum, because both maps he is in an open area where it’s easy to approach him. However they also made a lot of Watchers spawn around him which helps constantly revive his health, so it’s not just that easy to take him down from a distance with Scorpions. That is Balanced, having three Wardens bottled up in corners where vehicles can’t access him makes it to where he is practically invincible. Of all the matches I’ve played, only one match have I been able to take all three Wardens down inside the base and complete the match. That is just because he is too difficult to combat without vehicular support.
>
>
> At least once this week, I have been able to finally again win this fight on March on Stormbreak by randomly running into an well-organized team that used Temple Wraiths, Scorpions and probably Wraith Ultras. In my opinion, getting the three wardens at home base is based on how you quickly eliminate the first two legendary knight bosses, or whatever boss(es) come before them. If it takes you more than even 1 minute, you already lost the match.

One out of ten matches I complete, maybe even one out of fifteen. That is how uncoordinated players are in Warzone Firefight. Sadly most players cannot understand fighting two Wardens at once is just not gonna work. You have to have the whole team fighting one, then fight the other. Taking them out that way is more successful. If people want to play such a gametype, I really think they need to learn teamwork, or there will be just failure. Most people just fight him one at a time, and everyone then is dead all at once.

try the wheelman mod if you have it. it gives vehicle more health and makes it so you recover quickly from emp attacks.