Here is a repost from another forum of my review on the Warden.
WardenThe Warden has a unique combat system in LOTRO. All other character-classes have the same system seen in [insert name of your favourite MMO]: You keep on auto-attacking, and in addition you can click skills to do some fancy stuff. Warden has the same combat system that was seen in Age of Conan during beta: The character has an autoattack, and you can do additional attacks, and by doing the attacks in a given order you unlock combo-moves (called Gambits for Warden in LOTRO). Notice that for release AoC combat system was dumbed down as some testers found this too hard to comprehend. Also notice that on LOTRO forums some people are already complaining that the Warden combat system is "difficult", despite the warning in character creation that it needs "advanced skill" to play (what ever that means; apparently being able to think further than 3 seconds requires advanced skill :wacko: ). Personally I simply love the Wardens combat system
The Warden has just three melee attacks (and two ranged attacks). Not a lot of buttons to press. In addition the Warden has a Critical Strike (which becomes available after you succeed to stun or daze your opponent, and does a crap-load of damage if the strike crits (not that much in case you don't crit)) and a Gambit button. You can click the Gambit button at any time (and it clears away all built up combo moves), but if you don't have any built up combo, you'll do the skill called "Default Gambit". "Default Gambit" is the worst possible skill you can use (unless you need to clear the Gambit track).
The three skills you use are Spear (a thrust with spear that does decent damage), Shield (does some minimal damage and improves blocking for a while) and Fist (a taunt that does a small DoT and adds additional threat; even though it is called Fist it is actually a Shout and you can't use it if you are silenced).
Combining the skills you open up gambits you can unleash. For example you can do a spear - shield combo, which is called "The Boot"; you kick your target in the nuts doing some very good damage (not dependent on your weapon) and have a chance to Daze the target. Initially you'll be using The Boot *a lot*, as it is a fast gambit and has a chance to open up for Critical Strike (which basically kills the target if it crits).
If you don't use a Gambit but add on other skills, you can't revert back to it later. For example lets say you just used the skills Spear and Shield and could now use "The Boot" gambit. Instead of clicking the Gambit you could now add a Fist, and a new combo opens up ("Power attack" in this case, which does a crap load of damage and adds a hefty DoT on the target). Usually it is a good thing to add more combo-moves, but not always, and you can't revert back (until at later levels when you learn to remove the last skill from the Gambit track for a small HoT to yourself).
The system is very good IMO. You have to know what you aim for before you start using first skill. Do you need to build up threat? Then start a Fist combo (for example Fist followd by Shield does a small DoT on all targets near you and adds a small HoT to you -> good way to grab initial aggro). Are you beaten by a lot of people? Start a Shield Combo (for example Shield and Shield opens up a Gambit which allows you to block every attack for a short duration). And so on. You don't have to have lightning fast reflexes, but you have to know what the heck you intend to get done.
Say for example in a group situation where you are the tank. Use Ambush (a ranged skill that does a crap load of damage but has a 1 minute cooler and 5 sec cast time), run in to group using Fist on the run (it has a medium range) and slam the main target with your shield, and use the Gambit thus opened up (Fist + Shield hits all targets and gives you a small HoT). After that a double shied gambit (so that you don't die to all the attacks you now get) and then start building aggro on next target.
Or if you are DPSer in a group. Be careful not to use Fist Gambits, as you'll risk taking aggro from the main tank (and the tanks in LOTRO are just as pissed as in any other game when somebody is aggro-happy).
The role of WardenThe Warden can tank a bit. Not even close as well as a Guardian because medium armour is not that great if you need to stay alive, and while Wardens can build up a crap load of aggro, they don't have any direct taunt (so if you lose aggro, it is hard to get it back). Still, in a world where tanks are in shortage (name me one game where healers and/or tanks aren't in shortage) Wardens will find lots of opportunities to practise tanking.
The Warden can do ranged DPS a bit. Not even close as well as a Hunter, but still very decent, quite comparable to a Lore-master in my limited experience. So if needed, just stay back and keep on chucking javelins.
The Warden can do melee DPS a bit. Not even close to a champion, but still very decent, quite comparable to a Burglar. And if things go poo-poo, the Warden can off-tank quite well.
The Warden can heal himself a bit (useful while soloing or building up aggro in a group), but not others.
The Warden doesn't have nice party wide buffs like Captains or Minstrels.
The Warden doesn't have access to a plethora of debuffs like a Burglar, not to menion a Lore-master.
The Warden doesn't have any "oh-shit" buttons. Thus if you make a bad pull, you just have to fight it through. He doesn't have stuns or any half-decent AoE skills, and he for sure doesn't have any "Runaway!" skills.
Image 1Shield and spear are what Wardens are aboutImage 2A boot in the nuts hurts and hampers movement of baddies...Image 3The Warden stands somewhere in Breeland, searching more clues on the mysterious fellow called "Sharkey" and his menImage 4The sun rises, and the hunt is over for tonight. The farmers and townsfolk can safely enter the fields for their tasks...Image 5...while the warden enters the Prancing Pony for some beer and break-fastEDIT: Added the working links provided by Torgal