Welcome to a new Guide regarding Stamina Warden 1vX in Murkmire Patch.
In this Guide I will summerize all the direct / indirect Buffs and Nerfs to Stamina Warden by looking at the PTS Patch Notes from Week 1-4. After that I will do an analysis of the Murkmire 1vX Meta based on these last changes and my personal experience as a Stamina Warden main. Keep in mind that this is only based on my personal opinion so the statement below shouldnt be take for granted, aswell as there is still the fact that these are only PTS Patch notes so there might be some changes to the live Murkmire Patch.
But Lets get right into it. (If you prefer the Video Guide, Check the Video at the bottom of the page. I will just summerzie what I said in the Video)
Starting with PTS Patch Notes from Week 1 to Week 4 summary:
Direct Buffs:
-Increase the bonus to damage done for each Animal Companion ability slotted to 3% from 2%.
-Cutting Dive (morph): This morph now also reduces the cost as a morph effect. (/only tooltip update or not isnt clear)
-Bird of Prey (morph): The Minor Berserk buff is now granted at all times while this morph is slotted.
-Subbterain: Reduced the cost of this ability by approximately 25%.
-Green Netch: Reduced the resouces restored by this ability by approximately 20% from currenty PTS Values (/from 263 Stamina Regen on live to 368 Stamina Regen on current PTS, It got buffed in Week 1 and reduced again later, thats why "reducted in the text earlier)
Direct Nerfs:
-Bird of Prey: This ability grants Major Expedition for 4s instead of 10s.
Indirect Buffs:
(if you play a medium Stamina Warden)
-Shaffle Major Evasion changes. 15% passiv Dodge Chance to 25% AEO damage reduction. (/A buff in my opinion because even if you would use dual wield you struggle with skillslots so you dont have to sacrifice somewhere else to get the 25% damage reduction instead of using blade cloak.
-Shaffle cost decrease by 15%.
(if you play a heavy Stamina Warden)
-Immovable cost decrease by 15%.
Indirect Nerfs:
-25% Damage reduction for medium armor users.
-Swift Trait now increases movement speed by 6% from 10%.
-Major Expedition from Pots reduced to 12.5s. from 40.6s.
-Forward Momentum: reduced the duration of the sanre immunity from this ability to 4s from 8s.
Meta Analysis
So currently Stamina Warden is a S-Tier 1vX Class. It has everything you need. Burst (Sub + Dawnbreaker), Healing (Vigor + Green Balance) and Tankiness (Heavy Armor + Winter Embrace). But even with all these things, its still hard to burst people because currently a lot of the enemies swapped to Heavy armor.
Heavy Armor gives good resistance and health and this makes heavy armor users not reliably burst anymore (in general). So what kind of enemies are left?
Medium and Light
But:
Medium will have access to a hard counter against stamina Warden next patch through the new major evasion (25% AEO damage reduction). This makes Medium Armor not reliably burst anymore (in general).
So left is Light Armor users (Burst opportunity when their shield is down). But they get affected by Murkmire aswell and have to adapt. The Shield changes force Light Armor users to either run heavy or invest in more resistance to be able to survive. Either way they will be harder to burst and further makes 1vX on stamina Warden harder.
These Statements are based on a Stamina Warden Build that invests only in AEO Burst, 0 Single Target pressure over time and tankiness / Healing. In my Opinion this is the best setup for 1vX in the current patch. But regarding the Murkmire patch this playstyle will lose a lot of its effectivness.
So that means you have to invest in Single Target Pressure and combine it with Burst, because only Burst is not enough to kill people. (ofc there are always the bad players that you can kill whatever you do) But investing in Single Target Pressure means you lose something somewhere else (Most likely Tankiness or Healing, because you have to slot new skills and your skillbars are already full with high priority skills). Single Target Pressure (in form of Bleeds or a spammable) has also other drawbacks. For example: Applying Bleeds while outnumered can be difficult because while you apply these debuffs you cant really use LoS so you will take extra damage compared to now where you can LoS until you have your Dawnbreaker to burst People (its the best playstyle for 1vX whether you like it or not).
On top of that all souces of major expedition gets nerfed. You wont have a 100% uptime in heavy armor anymore therefore decreasing your survivability a lot. You cant LoS that reliably anymore like you can on live. The Forward momentum nerf further hits on the same spot. Some alternativs to this problem will be: running bow and dodge roll every 4s. But you will have to drop heavy armor and Medium armor has its own problems in 1vX. Cowards gear looks like a good gear choice and its only backbarable aswell but personally i need to test it more to make a own opinion on this set. If you dont adapt you will be stuck with a 40%isch uptime on major expedition on pots which is too low to successfully kite and LoS.
So in short if no one is burstable anymore, stamina Warden has to build for more Single Target Pressure, for example Bleeds and combine it with the Burst we have currently. Bleeds or the new arean 2h Uppercut that does the damage to another enemy near by. But personaly I have to test myself how good radial Uppercut is to make a reliable decision. We need a different source of Major expedition and that means that we have to sacrifice something somewhere again.
It will be interesting how the Meta shifts and Im hyped for the new patch, even if my main playsytle on stamina Warden got a huge nerf. I will just have to:

Thx for reading the post

Link to the video Guide
https://youtu.be/O2tlUWqPUMA
I will test a lot of different build and playstyle in the murkmire update and I will keep you updated with PvP Meta Builds, Guides regarding Stamina Warden and other Meta Classes in 1vX, 2-5vX and BG's.
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