User:Swiftslash/Warrior Guide

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Introduction
A warrior's job in PvE differs on the situation. In solo situations warriors make great farmers or runners due to their high armor and survivability. Allthough in team situations the warrior functions differently. The two most common roles the warrior takes in a teamsituation are:

This is pretty standard. This warrior dishes out high damage while soaking up alot of damage for the rest of the party, due to charging in first. This fits perfectly for a warrior due to their high DPS (Damage Per Second) and Armor.
 *  The general damager:

A tanker is just meant to soak up damage for the rest of the party. A tank warrior boosts his armor with skills such as Dolyak Signet and stays alive using stances and such. A tanker generally brings few or no attack skills, but instead focus's his build toward's defending him/herself.
 *  The tanker:

Weapons
A warrior's main arsenal consists of swords, axes, hammers, and shields. Choosing weapon usually boils down to personal preference, allthough some weapons are more suited than others for specific areas.


 *  Swords:

For more information regarding swords, see .

Swords tend to have a narrower range of damage than axes and hammers; however, the average damage output is comparable (e.g. a sword may do 5-7 damage, whereas an axe of the same quality would do 3-9). The maximum damage range for swords is 15-22, with critical hits dealing 31 damage. Swords tend to be the median of the three warrior weapon types, as they have the least minimum/maximum damage ratio. Swords swing every 1.33 seconds.

It is important to notice that swords lose alot of power in areas where foes don't bleed, since the skill Gash is the only swordsmanship skill that causes deep wound, and it requires a bleeding foe. All non-fleshy creatures are immune to bleeding.


 *  Axes:

For more information regarding axes, see .

Axes tend to have a very wide range of damage compared to swords and hammers. An axe may do 6-28 damage, whereas a sword of the same level would do 15-22 damage and a hammer would do 19-35. On average, the highest level axe will do 12.8 damage per second (17 damage per hit), while its sword counterpart would do 13.9 dps (18.5 dph) and the hammer would do 16.3dps (27dph). It is therefore best to invest heavily in Axe Mastery to increase the likelihood of a critical hit and make use of the axe's high end damage. Based on the critical hit research, a max damage axe will produce more average damage per hit than a max damage sword at weapon mastery 11 or higher. Axes swing every 1.33 seconds.


 *  Hammers:

For more information regarding hammers, see .

Being two-handed weapons, hammers offer the highest damage range of all weapons available to Warriors, but at the cost of negating the benefit of a left hand item like a shield or focus item. The maximum damage range for hammers is 19-35.Hammers are slower than other Warrior weapons, and swing once every 1.75 seconds vs 1.33 for Axes and Swords.The speciality of Hammers compared to other melee weapons is that hammers can be used to knock down a foe.

It is important to notice that some foes cannot be knocked down. This will lower the power and utility of hammers alot. For a list of foes that cannot be knocked down, see.


 *  Shields:

For more information regarding shields, see .

Shields are items that can be equipped in a character's left hand (sometimes called the "offhand") to increase his or her armor. This Armor is applied regardless of hit location or direction the character is facing. The maximum base Armor for a shield is 16. Any profession can equip shields, but most shields have requirements for a minimum rank in the warrior's Tactics or Strength or the paragon's Motivation or Command attributes ranging from 0 to 13. Without meeting that requirement, the Armor used is half of the normal Armor value.

Alternative Weapons
Warriors cannot only wield the weapons stated above. They can also use weapons from other professions; Bows, daggers, bows, spears, scythes, wands and staves. While doing this a warrior often uses a high amount of Strenght and takes advantage of a warrior's adrenaline skills, to make up for the loss of not being able to use runes and a headpiece of the weapon's mastery.


 *  Bows:

For information regarding bows, see .

Warriors with bows are not a common sight. Since bow attacks are often costy and Warrior's Endurance only applies to melee attacks, energy can be hard to manage. A warrior using Barrage and "Watch Yourself" can be a really strong backliner however.


 *  Daggers:

For information regarding daggers, see .

While Warriors using daggers where more popular around the Factions release, especially PvP, they can still be viable. Using an energy management skill such as Warrior's Endurance or Flourish, can make you an effective frontline assassin. Also, daggers's fast attack rate can allow you to use alot of adrenaline skills.


 *  Spears:

For information regarding spears, see .

A warrior using spears has a two advantages. Both professions have adrenaline skills and the warrior can use flail without suffering too much from the speed loss. The fact that warriors can use Strenght or Tactics shields helps keeping the attribute spread down. A warrior focuses more on DPS than a primary paragon who usually brings shouts, chants and echoes to support the whole party.


 *  Scythes:

For information regarding scythes, see .

Warrior's with scythes are not too uncommon to see. They usually use a strong energy management skill such as Warrior's Endurance to cope with the energy cost of scythe and melee attacks. Since scythes can hit up to 3 foes at the same time, the energy gained can easely overcome the energy lost. This is especially used amongs warrior solo farmers but is most viable for a PvE group that can manage to hold aggro around the warrior.


 *  Wands:

For information regarding wands, see .

A warrior should not wield a wand except for adrenaline gain from afar or an energy boost. Warrior's with wands will have low to no utility and DPS.


 *  Staves:

For information regarding staves, see .

A warrior should not wield a staff except for adrenaline gain from afar or an energy boost. Warrior's with staves will have low to no utility and DPS.

Build guidelines for a General Damager
A General Damager has some general guidelines. Around 3-5 attacks should be included at least and having a skill that inflicts Deep Wound gives faster kills. Self heal or self protection of some sort should be used in all builds except if you really trust your monks (and they've approved the fact that you'll have no self heal). A ressurection spell or signet is also needed, unless your team says otherwise. Once again, talk this through with your team before making any decicions that may cause problems later. Any leftover slots should be filled with utility, such as an IAS, condition removal, run stances, etc.

It is important to find the synergy between energy and adrenaline in warrior builds. Since warriors have a small energy pool and slow energy regeneration, having many energy skills on your skill bar will easily overwhelm the energy gained.

Builds for Swords
Following the Build guidelines stated above, a sword build could look like this:

[build prof=w/any sword=12+1+1 tactics=10+1 str=8+1][sever artery][gash][power attack][flail][watch yourself][healing signet][optional][sunspear rebirth signet][/build]

This build has decent damage with deep wound, an IAS, a self heal and a utility skill/party support. It uses Power attack as it's only energy skill, which can easely drain the energy pool of a warrior by itself, but this doesn't really matter as Power Attack itself is the only skilll that relies on energy.

The optional slot is open for an elite skill, and there are many to choose from. From the swordsmanship line there are 4 to choose from:
 * Hundred Blades
 * Quivering Blade
 * Dragon Slash
 * Crippling Slash

Hundred blades can strike multiple foes, multiple times. Thus this skill is best combined with skills that enhance your damage or "trigger" for each hit, such as Conjure spells (i.e. Conjure Flame) or Splinter Weapon. It can also work for self healing combined with skills such as Vigorous Spirit. It's also good for giving an adrenaline boost.

While bringing this skill it is important to notice that energy might get tight if you bring this skill along with other energy skills. On the other hand, bringing this skill along with a zealous upgrade, you can boost your energy pool with every usage.

Due to the nature of this skill, it is also important to notice that it will trigger hexes such as Spiteful Spirit and Empathy multiple times.

Example Build:

[build prof=w/ele sword=12+1+1 fire=10 str=8+1][sever artery][gash][hundred blades][sun and moon slash][flail][conjure flame][lions comfort][sunspear rebirth signet][/build]

Quivering Blade is a skill with low adrenaline requirement, and high damage. The side effect can be bad (blocking is rather common in PvE) but can be used to your advantage, if paired with Plague Touch. Generally the daze isn't that much of threat to a warrior, but not bringing a way to transfer it to your enemy, makes this elite nothing more but high damage for a cheap adrenaline cost.

Example Build:

[build prof=w/n sword=12+1+1 tactics=10+1 str=8+1][sever artery][gash][power attack][quivering blade][flail][healing signet][plague touch][sunspear rebirth signet][/build]

Dragon Slash is one of the most popular choices for sword warriors. It dishes out high damage and gives alot of adrenaline back. When paired with a furious mod the adrenaline gain can also be doubled. Dragon Slash is often combined with Sun and Moon Slash and "For Great Justice!", since using Dragon Slash With FGJ will immediatly charge SaMS, and SaMS itself witll charge Dragon Slash.

Example Build:

[build prof=w/any sword=12+1+1 tactics=10+1 str=8+1][sever artery][gash][sun and moon slash][dragon slash][flail][healing signet][for great justice][sunspear rebirth signet][/build]

Crippling Slash allthough this elite is more often used in PvP, due to the fact that humans kite alot more than AI enemies, it still has it's uses. If you have a teammate doing alot of AoE damage, foes will flee, but the cripple will slow their running down. Also in some areas, monks and other prime targets seem to flee even when not faced with AoE damage. This holds epecially true for Hard Mode. It also makes the slowdown from Flail, a popular PvE IAS, less noticiable.

Crippling Slash also doubles as a replacement for Sever Artery or Barbarous Slice to inflict bleeding on foes and being able to use Gash (Which is the only sword skill that inflicts Deep Wound).

Example Build:

[build prof=w/any sword=12+1+1 tactics=10+1 str=8+1][crippling slash][gash][power attack][flail][watch yourself][healing signet][optional][sunspear rebirth signet][/build]

Builds for Axes
Following the Build guidelines stated above, an axe build could look like this:

[build prof=w/any sword=12+1+1 tactics=10+1 str=8+1][dismember][executioners strike][power attack][flail][watch yourself][healing signet][optional][sunspear rebirth signet][/build]

This build has decent damage with deep wound, an IAS, a self heal and a utility skill/party support. It uses Power attack as it's only energy skill, which can easely drain the energy pool of a warrior by itself, but this doesn't really matter as Power Attack itself is the only skilll that relies on energy.

The optional slot is open for an elite skill, and there are many to choose from. From the axe mastery line itself there are 5 to choose from:
 * Cleave
 * Eviscerate
 * Triple Chop
 * Whirling Axe
 * Decapitate

Cleave is a pure damage skill. It can work well with an adrenaline boosting skill such as "For Great Justice!", to provide higher DPS, as well as a furious axe mod.

Example Build:

[build prof=w/any axe=12+1+1 tact=10+1 str=8+1][cleave][dismember][agonizing chop][flail][for great justice][watch yourself][healing signet][sunspear rebirth signet][/build]

Eviscerate is more of a PvP skill, due to the fact that it works great in spikes. However it can be used in PvE too. It works great when adrenaline can be charged fast between targets, using an IAS and skills such as Enraging Charge.

Example Build:

[build prof=w/any axe=12+1+1 str=12+1][eviscerate][executioners strike][agonizing chop][cyclone axe][flail][enraging charge][lions comfort][sunspear rebirth signet][/build]

Triple Chop is a very strong AoE axe attack skill, which also works great for charging adrenaline. Combined with a zealous axe and Cyclone Axe it can cause some devestating AoE damage, while still keeping the energy pool full. This skill also works great with "on hit" enhancing skills, such as Conjure spells (i.e. Conjure Flame) or Splinter Weapon.

Example Build:

[build prof=w/rt axe=12+1+1 chann=10 str=8+1][triple chop][cyclone axe][dismember][executioners strike][flail][splinter weapon][lions comfort][sunspear rebirth signet][/build]

Whirling Axe is a spammable elite that can up the DPS alot. It's main weakness is the drawback if it get's blocked. To prevent this, skills such as Wild Blow can be used to bypass stances. If possible a teammate could bring Rigor Mortis to help you out. Mark of Fury and Dark Fury also works very well with this build, as well as a furious mod on your axe.

Example Build:

[build prof=w/any axe=12+1+1 str=12+1][whirling axe][dismember][executioners strike][wild blow][flail][enraging charge][lions comfort][sunspear rebirth signet][/build]

Decapitate is a very strong but very hard-to-use elite, due to it's drawback. Having skills that can quickly boost your energy and adrenaline again will be a great help when using this skill. Enraging Charge, Zealous Renewal (combined with a self enchantment removal skill) and a zealous axe will all help.

Example Build:

[build prof=w/derv axe=12+1+1 str=10+1 earthpray=8 ][decapitate][counterattack][flail][enraging charge][zealous renewal@0][vital boon][signet of pious light][sunspear rebirth signet][/build]

Builds for Hammers
Following the Build guidelines stated above, a hammer build could look like this:

[build prof=w/any hammer=12+1+1 tactics=10+1 str=8+1][hammer bash][crushing blow][mighty blow][flail][watch yourself][healing signet][optional][sunspear rebirth signet][/build]

This build has decent damage with deep wound, an IAS, a self heal and a utility skill/party support. It uses Hammer Bash to knock foes down, which also drains all adrenaline so it must be used with caution.

The optional slot is open for an elite skill, and there are many to choose from. From the hammer mastery line there are 6 to choose from:
 * Devastating Hammer
 * Backbreaker
 * Earth Shaker
 * Forceful Blow
 * Enraged Smash
 * Magehunter's Smash

Devastating Hammer is a relativly fast charging elite. It requires as much adrenaline as Hammer Bash but doesn't drain all your adrenaline. It also inflicts weakness which is a condition that many other hammer skills rely upon. For instance, Heavy Blow can be used for a double knockdown chain against very tough foes.

Example Build:

[build prof=w/any hamm=12+1+1 str=12+1][devastating hammer][crushing blow][mighty blow][heavy blow][flail][enraging charge][lion's comfort][sunspear rebirth signet][/build]

Backbreaker is a very powerful knockdown elite, which is great for taking down a single strong target. While it really shines in PvP, it can also be used in PvE, especially where you expect to meet very tough foes, such as in Hard Mode. Bringing adrenaline boosting skills can make up for it's high adrenaline cost.

Example Build:

[build prof=w/any hamm=12+1+1 str=12+1][backbreaker][crushing blow][mighty blow][for great justice][flail][enraging charge][lion's comfort][sunspear rebirth signet][/build]

Earth Shaker is an elite that can be very useful for taking down multiple foes at the same time. If paired with other skills that hit multiple foes such as Crude Swing (which can be used while foes are knocked down, to prevent the interrupt) in a team where you are the only melee attacker, you can easely take down a whole group by yourself.

Example Build:

[build prof=w/any hamm=12+1+1 str=12+1][earth shaker][crude swing][yeti smash][crushing blow][flail][enraging charge][lion's comfort][sunspear rebirth signet][/build]

Forceful Blow is a skill which inflicts high damage and weakness and thus it's best used with skills that depend on weakness. The downside however requires careful use of this skill. This can be bypassed with anti-block skills from either your party or you.

Example Build:

[build prof=w/any hamm=12+1+1 str=12+1][Forceful blow][fierce blow][heavy blow][crushing blow][flail][enraging charge][lion's comfort][sunspear rebirth signet][/build]

Enraged Smash is a spammable elite that can up the DPS alot. It's main weakness is that you need to bring several low cost adrenaline skills, to trigger the bonus. Mark of Fury and Dark Fury also works very well with this build, as well as a furious mod on your hammer.

Example Build:

[build prof=w/any hamm=12+1+1 str=10+1 tact=8+1][enraged smash][counter blow][crushing blow][watch yourself][flail][enraging charge][lion's comfort][sunspear rebirth signet][/build]

Magehunter's Smash is a pretty conditional skill. It's not very well suited for common PvE play but if you're heading into an area with alot of enchantments it can work really well. Since it doesn't apply any extra damage, this skill works better on a shutdown build than on a heavy damaging build. It also works well with the unconditional knockdown Hammer Bash, if your target happens to not be enchanted.

Example Build:

[build prof=w/any hamm=12+1+1 str=12+1][magehunter's smash][crushing blow][hammer bash][for great justice][flail][enraging charge][lion's comfort][sunspear rebirth signet][/build]

Choosing attack skills
While choosing attack skills there are some things to consider. The most important thing is to have some sort of synergy between your skills (not only your attack skills). For instance, some skills go hand in hand, such as Sever Artery and Gash. Gash is the only sword attack that can cause a deep wound but it requires the foe to be bleeding and Sever Artery is the fastest way (counting adrenaline requirement) to do so.

Second, finding a good balance between energy and adrenaline attacks is important. AoE skills such as Whirlwind attack and Cyclone Axe can help out your energy when paired with a zealous weapon. Just a zealous weapon with an IAS can help out a whole lot with energy as well.

AoE skills can be very useful but it also depends on the area you're going to as well as your team. If you're expecting big mobs AoE skills are a great help, but in areas with small mobs they have little effect. If your team is focused on AoE damage from so called Nukers, brining AoE skills yourself will usually give little in return, since the Nukers skills will cause scatter.

Know what you're going to face. Some enemies can't bleed and some can't be knocked down. Some drain your energy and some prevent your adrenaline gain. Research before going what you'll face, so you'll know what skills to bring.

Choosing self heal
Choosing a self heal for a warrior can be tricky. The three most common alternatives are Healing Signet, Lion's Comfort and Endure Pain.


 * Healing Signet is a very strong self heal, but it has some downsides. It's long casting time makes it very easy to interrupt. The armor loss can be fatal as well, but can be countered to some point with the use of "Watch Yourself!" or some other armor boosting skill.


 * Lion's Comfort is an adrenaline based self heal, which means it might not always be availiable when you need it. It stacks horribly with skills that make you lose all adrenaline (Hammer Bash, Final Thrust, etc). On the other hand it has a short casting time and can be used frequently if you use an IAS and/or an adrenaline boosting skill. It also works well for warrior's who don't want to dump attribute points into tactics just for a self heal.


 * Endure Pain. While not really a self heal it is sometime the most effective of the three. It's instant cast and high health boost can give healers a breether when they need it the most. Just don't forget to warn the healers that you're using this skill since it can be devastating when it ends. This skill is also good for warrior's who don't want to dump attribute points into tactics.

While common, using self heals from other professions is not recommended. Common choices are Mending and Vigorous Spirit. While these do not only make you sacrifice attribute points into an attribute just for a self heal, they also make you vulnerable to enchantment stripping. They're also not very strong. To state an example with Mending:

Mending heals for 6 HP/sec (8 Healing Prayers, highest reachable breakpoint for /Mo), and is a maintained enchantment that gives you slower energy regen. If used whenever possible Healing Signet at 8 Tactics heals for 100 HP every 6 second (~16.7 HP/sec). It's also free of cost and doesn't require you to use attribute points in a secondary profession attribute.

In some teams however you might not need a self heal. Always talk over with your team first before not taking a self heal though.

Choosing an IAS
There are many different skills that you can choose that increase your attack speed. Each of them have their own pro's and con's. These are the most common choices:


 * Frenzy is a very common choice in PvP, due to the fact that's it's not as conditional as it may seem, since warrior's aren't a primary target there. In PvE however, it's generally not a good choice, since you should be taking the aggro from your teammates. It does however, require a cancel stance to overcome the downside of the skill.


 * Flurry can be kept up forever, but reduces damage you deal by 25%. It does still increase damage output, and increases adrenaline gain. Keeping this up continiusly can lead to energy problems however. This skill is not often used.


 * Flail is probably the most common IAS in PvE. It's downside is usually not a problem, unless you have many players with AoE skills in your party. It's often used with a cancel stance to overcome the downside of the skill.

Choosing optional slots
To fill the optional slot(s) on the skillbar there are some skills that are more suitable than others. Condition removal, party support, adrenaline increase skills, block and speed stances are common. Some of the most used skills are:


 * Mending Touch is a very common condition removal skill. Due to it's touch range, it's low cost, spammability and the fact that it removes two conditions makes it very suitable for warriors or other physical damage characters. Plague Touch and Remedy Signet are similar.


 * "Watch Yourself!" makes for a nice filler slot in most warrior skillbars. It adds a decent amount of armor for the whole party for a low adrenaline cost and has nice synergy with Healing Signet.


 * "For Great Justice!" is a strong adrenaline increase skill, which can be of great use on a skillbar with alot of adrenaline skills.


 * Shield Stance and other similar block stances can be a great relief for your healer is you're facing alot of melee attention.


 * Enraging Charge, Rush and Sprint are all common choices for cancel stances as well as moving swiftly from a target or area to another. Enraging Charge also gives an adrenaline boost.


 * Hex Breaker can be a relief when charging into a group and taking the first wave of hexes.

Other elite skills

 * Str elites
 * bc, cs, etc
 * Tac elites
 * Charge, glads, ss, etc
 * Unlinked elites
 * Other prof elites
 * Empathic removal, SoJ, VvK (farming), SP, etc.
 * Empathic removal, SoJ, VvK (farming), SP, etc.

Build Guidelines for a Tank
A tanks only mission is to soak up damage for the rest of the party while holding aggro. A tank deals no or very little damage. It fills it's bar with defensive skills while taking advantage of a warrior's naturally high armor.

It's very important for a tank to know what he/she is gonna face. For instance in areas where enchantment stripping is heavy, stances, shouts and other non-enchantment skills will be more effective. A tank relies heavely on the Strenght and Tactics attributes and rarely has any points into weapon mastery. Skills that add armor, hitpoints or other kinds of defense are the flesh and blood of tanks. Different types of snares can ensure that foes will not attack your backline.

Builds for a Tank
Following the Build guidelines stated above, a tank could look like this:

[build prof=warri/any streng=12+1+1 tact=12+1][dolyak signet][signet of stamina][endure pain][i will survive][defensive stance][bonetti's defense][none shall pass][optional][/build]

This build has an armor boost, HP boost, some defnesive stances and a snare shout. It's important to note that the energy management, bonretti's defense, requires adrenaline, and hitting foes to gain that adrenaline will end signet of stamina. However, due to Signet of Staminas short casting time, it isn't a big problem to reapply it though. The build also lacks an elite. While skills such as Defy Pain and Auspicious Parry would do well, elites such as Obsidian Flesh are often used on tanks. Again this boils down to personal preference and team setup/area.

Example of a defensive tank, W/E:

[build name='w/e obsidian tank' prof=warri/eleme streng=12+1+1 earthm=12 tact=3][stoneflesh aura][obsidian flesh][wary stance][grasping earth][glyph of concentration][endure pain][dolyak signet][signet of stamina][/build]

This build has very high defense and health. Obsidian Flesh makes you invulnerable to damaging spells, while Stoneflesh Aura reduces damage taken. Grasping Earth is used to snare enemies, so that they don't attack your allies. Endure Pain is a last resort, in case your health gets low. Wary Stance is used to prevent interruption, as well as Glyph of Concentration.

Example of an offensive tank, W/D: [build name='w/D offensive tank' prof=warri/derv streng=12+1+1 scythe=12 tact=3][drunken blow][desperation blow][counterattack][victorious sweep][reap impurities][endure pain][dolyak signet][warrior's endurance][/build]

This build has semi-high defense through dolyak signet and very high damage. It uses the powerful energy management skill Warrior's Endurance along with Counterattack to keep the energy high. It can manage well by itself, causing conditions and healing itself with Reap Impurities and Victorious Sweep. Endure Pain can be used as a panic HP boost or to trigger Reap Impurities or Victorious Sweep.