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KatalanOrk

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Thursday, February 9th 2012, 9:50pm

Loincloths and chainmail bikinis

Subtitle: Kat’s Introduction to the Warrior Class

Welcome to the general guide to all Warriors. I do not mean this to take precedence over any combo specific guides or to supersede anything that has gone before. I just thought I would try to tie together some information about Warriors as a class in one place for ease of access.

Who are Warriors?

First off, let’s have a look who plays Warriors? People who like big axes, loud noises and loincloths. Loincloths are very important. If you don’t like Arnold Swarzenegger in Conan and Red Sonia, this isn’t the class for you. In many ways we can be considered anti-Mages. Just as everyone who has ever lived can be divided into people that hate clowns and clowns themselves, so can MMO players be divided into those who like running up to mobs shouting, swearing and waving a large wickedly sharp weapon above their head, and those who like standing at the back, wearing a dress and wielding a ‘deadly’ stick. Call it a wand or staff all you want, it is a stick and everyone knows it.

What are Warriors not?

There are many misconceptions about Warriors, which have survived even Torankasu’s wonderful Warrior’s Handbook of Myths and Lies (unfortunately now lost in the mists of archivation).

Warriors are not tanks. W/K can be, but that doesn’t make the whole class a tank class.

Warriors do not have a huge advantage in getting 2 physical attack per strength, as the abundance of pattk stats undermines this as does the lack of any pattk from dexterity.

Wearing Chain does not give any great advantage to any degree. The differences in defence values between leather and chain is very nearly negligible an though it would appear that since Chapter 4 moves have been made to change this, it still makes little difference and Chain gear often now comes with ghost stats of accuracy (to make up the shortfall against dex stackers) but loses then +crit, leaving them further behind in DPS stakes.

Warriors do not have AoE or CC to rival a Mage. Warriors’ AoE adds an interesting string to their collective bows (especially W/S and W/Wd) but it is not on par with Purgatory Fire. Their CC seem really good to non-Warriors, but actually are very nearly non-existent (an exaggeration truly, but they promise so much and deliver so little, I feel that I am perfectly able to use such hyperbole).

What are Warriors?

Warriors are a DPS class, pure and simple. We stack physical attack, and are as squishy as any DPS by any meaningful definition. There are a few interesting anomalies in the class, but they only prove the rule of the rest of the Warrior combos. Warriors use axes and swords, as there is little to distinguish between them. The defining feature is our resource pool Rage, which can be a hindrance far more often than beneficial but is the only thing that actually sets Warriors apart from the other classes.

Rage

Rage is our main fuel in life, and bizarrely enough, it is in game as well. Uniquely among resource pools, the Rage counter starts at zero. Rage is built up before use – as opposed to Scouts or Rogues that can burn their resource and then must wait for a refill.

There are several ways to gain Rage.

First is hitting things. Every white hit (normal auto-attacks) generates Rage. The amount is normalized to weapon speed, so that all weapons generate around 7 Rage per second regardless of weapon speed. Dual wielding W/R also has their off-hand weapons to generate Rage (though at a lower rate due the off-hand penalty). It is important to note that while most melee range skills have a range of 50, white hits have only a range of 30 – meaning that you must keep an eye on how close you are to mobs and bosses as you must be closer than just close enough to use skills. Be outside the 30 range and you won’t be getting Rage.

Second is to get hit, physically. Magical damage won’t count, but physical damage will generate a set amount of Rage.

Third is to imbibe Rage potions (that come in different flavours up to 100 Rage) (I don’t even want to think about what they taste like if they get you that angry), or use the Dalanis Memento Set Skill Energy Restore (a channelled skill, i.e. you can’t move or attack during its cast, for 4 seconds restoring a total of 50 Rage). I group these as they are something that all Warriors can use.

Fourth are combo specific skills that generate Rage, or have a chance to generate Rage. That chance can be a kicker as we are so dependent on the proc’ing of these skills. These include Sword Breath and Aim for the Wound for W/S, Heroic Surprise Attack for W/K and others I won’t bother listing here as I am lazy and there isn’t anything that you can do about it.

Warriors by themselves are useless without Rage. Warriors require a secondary class to provide another resource pool to be able to do damage. In Chapter 3, Rage generation for Warriors was their number one concern. Warriors were unable to compete in the damage dealing stakes without Rage that all too often was not there. Many suggestions were given as to how to rectify the situation, such as generating Rage when other players in the party were hit. The solution offered by Runewaker in Chapter 4 balancing was not to change Rage generation but to hugely increase the weapon masteries that really helped make the Warrior combos with Rage generation problems a great boost, but also very much more empowered the two combos that are the top DPS for Warriors and arguably have the smallest issues with Rage, W/Wd and W/R.

The Warrior Combos

Warrior/Mage

Mage General Skills
W/M Elite Skills

Every family has one, and this is the black sheep of the Warrior clan. I have mentioned Mages earlier and their penchant for small bits of wood and wearing dresses. Well here is the Warrior that does exactly the same. A lot of useful information will found for this combo in the Mage section of the forums (where you can read such interesting threads as ‘Twirling your wand like a baton: How to be even more girly’, ‘Kiting guide for Mages: Because mobs are big, scary and can get your dress dirty’ and ‘Important Issues for Mages: What is the best 2h staff in game and does it make my bum look big?’).

The Warmage may have originally been intended to be a normal Warrior that could use Magic skills as a side line and to that effect had skills that can increase magical attack. Of course, it turns out that it is simply more effective to turn full Mage and strut your funky stuff. Warmages were something of a novelty in Chapter one as they could out single target damage a Mage, in the days that that was an achievement. The issues that affect all magical DPS (as explained here) also effects the Warmage, and so time has not been kind to the Warmage as they do not have the crucial thing for magical DPS and that is long cast-time skills. However, they can their white hits to do some awesome damage, even though their skills are somewhat lacking. It is a sad thing though to rely on white hits for damage, though I believe that Wd/D can do a likewise feat. There is also the worry that the huge hits these skills can do were never intended and will be ‘fixed’ at a later date. In short a Warmage is a cloth wearing, Intelligence stacking, melee range Mage that relies on white hits for most of their damage, buffing with a strange mix of attack speed reducers and magical damage enhancements. Warmages also have no skills beyond what is available to all Warriors to generate Rage.

Warrior/Druid

Druid General Skills
W/D Elite Skills

This is a strange combo, which on the surface doesn’t have a lot of love put into its creation. The downsides are fairly apparent at first glance. Zero skills to increase Rage. Zero mana-based skills except for Tremor, that is the third skill in a three skill chain-combo. This leaves the W/D with nothing to do but twiddle their thumbs and self-heal while waiting for Rage.

Now let’s have a look at what might save this combo from the fiery pits of a role-player only designation. They do get a buff to their white hits which puts on an additional bleed, though I must hold my hand up and say that I have no idea how effective it is, though I would imagine not very when compared to a W/Wd spamming Power of the Wood Spirit.

What might be more interesting is the burst damage potential of this combo. With the resources available to all Warriors they can fill that Rage bar, and then thanks to the 50/50 Elite do some awesome damage with Slash-Tactical Attack-Probing Attack-Open Flank-Tremor cycling through the entire Warrior combo with Stifle’s increased damage with the top DPS 2h weapon. In theory this should be pretty devastating (thanks to phatmandrake for this theorising, my apologies should I be misrepresenting any of it, but you did kind of refuse to explain yourself very thoroughly). Though it does leave you self-healing while questing and taking mobs down with white hits. Difficult to say whether the burst damage would be worth it. The main problem is that perennial Warrior issue – no Rage, no damage.

Warrior/Knight

Knight General Skills
W/K Elite Skills

This is a tough-as-nails combo that can do both respectable damage and respectable tanking. Can fully tank up with plate and has awesome single target aggro generation. What holds this combo back from being a complete MBT (main battle tank) is no AoE aggro skill and not enough damage mitigation skills. The damage is also a bit mediocre, as to do the maximum damage a W/K must use a 2h weapon that means a lot of the W/K Elites cannot be used. Should there ever be another moment of madness as there was in the time of the Sword of Fear (a 1h sword that had more DPS than any 2h weapon) then W/K along with W/R would benefit greatly. The shield skills of the W/K have been greatly improved but are very mana hungry. W/K is pretty much what you would expect of a decent off-tank. Few surprises until you throw you shield into someone’s face. W/K also has an anti-root/stun for PvP, but must watch out for M/R’s as Demoralize will still work.

Warrior/Warden

Warden General Skills
W/Wd Elite Skills

This is the top of the line DPS Warrior closely followed by the W/R. W/Wd has some awesome short term self buffs for pattk, meaning it probably has the highest pattk potential in-game. Added to the fact that this combo uses a 2hander weapon and you get some awesome burst damage and even a party-wide pdmg buff. Sustained damage is still good as unlike many Warriors, W/Wd can still output a good damage rotation without Rage, but falls behind W/R as the mana-based skills are not as powerful as W/R’s Rage based ones and W/Wd does not have the same kind of Rage generating potential. W/Wd also has a mana-based AoE with a 4 second cooldown, something that as being a W/S for the majority of my RoM career is the one thing that really fills me with unadulterated fury. So unfair, that really I can’t trust myself to talk about here. There isn’t really anything wrong with W/Wd that is worth mentioning. Even by changing to Wd/W can you turn this combo into a tank that is arguably the best in-game. One of the most common misunderstandings in RoM is the W/Wd 25/25 Elite, that gives Slash (and Open Flank) 50% extra damage on the tooltip against ‘vulnerable Humanoids and Beasts’. The vulnerable here is a meaningless emphasiser, it does not mean that you need to use PA to put on the Vulnerable debuff. Not at all. Though this buff is selective, it again packs a pretty huge punch when compared to other Warrior combos.

Warrior/Rogue

Rogue General Skills
W/R Elite Skills

This combo is one of the top DPS combos in the game. Excellent burst damage combined with great sustained damage, as dual wielding gives a flat 60% increase in Rage generation from white hits, which for a DPS in an instance is where an awful lot of it comes from.

W/R has a whole host of big hitting skills, meaning that even when having a one hand weapon they don’t suffer the same penalty that a W/K must do with a shield for example. The downsides of W/R are that in burn mode they have 68% less physical defence and that they are about the only combo (with also P/W, and maybe R/W) that needs a DPS one hand weapon. This leaves them open to ‘nerf by itemisation’, as with what happened when there was no RT platinum one hand axe. These are still not very big downsides, and with added weapon and movement speed, W/R pretty much always comes up smelling of roses.

Warrior/Scout

Scout General Skills
W/S Elite Skills

What is often called the most fun class in RoM. A lot of that fun was removed for me when Shot was given the GCD, meaning that it no longer had to be woven into and through the rotation. For players who like that kind of thing, the closest replacement I have found is R/W with a handswap macro – though even that is being removed with both axes giving Shadowstab Bleeds and Daggers have more DPS anyway. W/S have a range of useful skills, improved AoE (I’m just going to ignore W/Wd with a mana-based 4-sec CD AoE), interrupts, debuffs (though not so useful at times), have ranged attacks and can generate their own Rage reasonably successfully. W/S damage is somewhat mediocre though – as they do not have a great filler attack, do not have any meaningful self-buffs for damage, and do not have hard hitting skills. What holds them back even more is that Sword Breath and Aim for the Wound only have a chance of generating Rage, and so it is not unusual to find a W/S all out of Rage and Focus. This is still a versatile combo that can still be productive in DPS stakes, but falls well short of the DPS monsters of the class.

Warrior/Priest

Priest General Skills
W/P Elite Skills

W/P was one of the really big losers of Chapter 4. The main issue that most people had with the W/P was that Bloodlust took 20% HP to generate 30 Rage. It was argued that this was just too high once the HP values of endgame toons became so high. W/P is another combo that has no real non-Rage skills, so relied on giving up HP for Rage to use skills and had Opportunity as a big hitting skill to augment the normal Warrior attacks. W/P also has a nice interrupt and party buffs. However, Chapter 4 changed Bloodlust to give 30 Rage from 10% HP, but put a 10 sec cool-down on the skill. This severely limited the Rage that could be created, and though still leaves the W/P far better balanced than say W/D as they actually can generate their own Rage and have far more useful skills, it means that their main advantage (limitless Rage) is gone, as is the definitive 'Suicide Button' of the combo. W/P's that I knew liked nothing better than to burn down to 20% health unexpectedly just to scare the bejesus out of the healers.


This could still be a very useful solo quester, but its salvation has actually been its destruction as a relatively useful combo for PvP (Holy Aura and mdmg reduction, though the 'Suicide Button' wouldn't have worked well here), soloing (self-heals) and DPS (limitless Rage).

KatalanOrk

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Thursday, February 9th 2012, 9:51pm

Warrior Guide part II


Seeing as now the first part of my introduction is hopelessly out of date (skill changes, new classes, combos, and all the rest) it is tme to press on and really get everything confused (fear not - I probably will update it soon(TM)).


Gearing and Statting.


In many ways, I am loath to write such a section for a guide. RoM allows you nearly infinite possibilities for how to customise your character - and I cannot help but feel discussions of how to do it 'best' misses something very important about the whole process. I am firmly in favour and will always be of of gearing and statting purely according to the 'ooo, shiny!' principle. To this always, always be more rewarding and enjoyble in the long run.


However, the paradox of this situation is that to effectively plan their own madness of eccentric stats and gear, a player must first understand the basics of the game, fully appreciate how to optimally build their character so that they can successfully deviate in a meaningful manner. And of course, if you start min-maxing, you probably don't stop. But I implore you all to do so. Explore, discover, experiment, be individual; there is no need to follow any plan laid out by another player. People often ask me, 'Kat, as a W/S, why do you have Wisdom on your gear?' to which I invariably reply, 'Because, my good sir, the very good reason of F*** you. Good day.' then I eat a litre of ice cream and cry myself to sleep. I can only hope that more people emulate my example.


"Generally speaking you gear will be broken up into three sets: your “hardmode” set (head, chest, boots, shoulders) which you get out of DL,Gch, Tosh-h; your normal mode set (legs, gloves, belt, earring) out of RT or some odds and ends; and your accessories. These are the most rigid parts of your gear." This is shamelessly stolen from Darwec's excellent guide for Easy Mode - sorry, for R/S. Never let it be said I am a plagarist. It covers the basics of the origin of gear. One very important piece to mention for Warrior's because of its own uniqueness and its unique importance, is the Aoth Valiance Cape. A drop from Varanas Nightmare, it allows a full Rage bar with a 2 min cool down. Thankfully it is a relatively common drop. You can use Strength potions for the same effect, but Tranquility Powder shares the CD with those potions, making them largely for people outgeared by their tanks, and the hopelessly egotistical shameless Scrut-chasers. In my humble opinion, of course.


Crit vs. Attack.
There is little advantage to going above 70% crit, so this should be probably what you are aiming for in your crit against own level score (from the character sheet) and then you can exclusively focus on attack. In many ways I am unsure of the value of sacrificing too much attack for crit. In endgame instances where the bosses out level you, your crit rate will be rubbish. In easier instances where you outlevel the bosses, your crit rate will be huge. It is tricky as the obvious answer to should a choose this crit peice or this peice with attack is to alway go for crit, as you can stack attack on your gear and you can't stack crit. I would say definitely the ideal is 70% crit - though how much you would lose if you had say 60% I couldn't say. For PvP as it stands, crit is hugely important as most opponents will be of equal level.

Stats
For stats Warriors want Strength, pure and simple. Strength will give more physical attack than pure pattk stats, and are less in demand for other classes. Sadly, Strength/Stamina stats - really the defining stat of a Warrior (Champion, you say? never heard of them) (as Str/Pa is also desired by Wardens, Champions and Knights) - are rare drops from difficult instances - making Strength/HP and Stamina/Pa more common in Warriors gear.


Warriors from their stats only need for PvE; physical attack, HP and pdef. Accuracy, magical defence, mana, etc., you will get more than enough from ghost stats, runes, and pots & foods. PvP is a different beast - with many different approaches that can be taken. Nearly all builds are equally ineffective at stopping people one hitting you, so you may as well go crazy.


So, a Warrior wants Strength/Pa as much as possible, for the highest attack. For survivability, You can take the route of the extremely paper thin one stamina stat per peice, but I cannot beleive that this is optimal. Generally speaking, 2-4 stats (of the 12 available assuming 6 yellow stats per peice) should be Stamina or HP, depending on your tastes, playstyle and available stats.


I have even got my hands dirty and done some number crunching to see what ratios of Stamina, HP and pdef is the most efficient. While making me feel a bit sordid, and perhaps a little bit German by association, I can highly recommend such fiddling with numbers as it is surprising enjoyable. However the results were hugely uninteresting. For Mages, Scouts and Rogues, 3 HP and one pdef gave a bit less HP than 4 Stamina and a bit more pdef (Calculated from Glorious stats). Not really a change most players would want, and add in both the higher pdef a Warrior gets from Stamina and a Hero Pot (that gives 20% increase to base stats such as Stamina, but not to secondary stats such as HP or pdef) and such a statting method is blown out the water by pure Stamina in terms of efficiency. If I find the peice of paper I doodled all this out own I'll update the figures accurately, but off the top of my head, Stamina stats give about 91% of the HP of a pure HP stat. Pdef stats give over 600% of the pdef of a Stamina stat. Given the questionable worth of pdef for a DPS character (you can't tank anyway (i.e., small differences in pdef are not going to save you if you get hit in an instance), and in PvP pure HP protects against all attacks in a way that pdef does not) largely Stamina and HP stats are interchangeable (Stamina is more efficient - giving HP regeneration, pdef and HP; and HP gives you a bit more of what you want most). If you want more pdef for a more tanky or PvP orientated character, pdef gives so much more pdef than Stamina, again the difference between Sta and HP is negligible. If you want pdef stack pure pdef stats. So a whole lot of number crunching later and we are exactly where we were by guessing. Top work by me, I feel.


So anyway, for those who need cookie cutters, stat 4*Strength/Pa and 2*Strength/(Stamina or HP) (Stamina/Pa is also acceptable as one of the survability stats, though not optimal). And may you get great enjoyment from the complete lack of personality your character has. And I am not talking about your in-game character either.

Runes
For runes, I would recommend Block, Aggression, and Potential and either Revolution or Enlightment. If your pockets are deep there may be more expensive runes that will do a better job. I do not know and neither do I care.


A final caveat for this part of the guide is that W/M is a caster that should be stacking as much mattk as possible. This can be done following the same statting as above, replacing Strength with Intelligence and pattk with mattk, and of course should be wearing Mage cloth gear.

KatalanOrk

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Thursday, February 9th 2012, 9:51pm

<reserved> here too

KatalanOrk

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Thursday, February 9th 2012, 9:52pm

<reserved> just to be on the safe side, I wouldn't want to go on too much or anything.

5

Thursday, February 9th 2012, 10:30pm

i may have some things to add on this, even tho i dont think it matter much.

Quoted from "KatalanOrk;508729"

ER is unavailable for Warrior secondaries, as it will restore the primary resource pool.

It will increase primary and secondary pool, any /w can take advantage of this.

Quoted from "KatalanOrk;508729"

and then thanks to the 50/50 Elite do some awesome damage with Slash-Tactical Attack-Probing Attack-Open Flank-Tremor cycling through the entire Warrior combo with Stifle’s increased damage with the top DPS 2h weapon. In theory this should be pretty devastating

i have a w/d, even tho is not endgame statted i can say it sucks. The elite 50 is not your 10 atks, but overall, that means any atk from anyone will thrigger it. You will be lucky if u get 1 atk in with the debuff active. Tremor is good, but w/d has no modification in warrior dmg. W/Wd have pdmg boost, patk boostx2, W/R have atk speed, crit dmg, crit rate, W/D has nothing. Try as w/r with nimble hands 0 and without frenzied atk, u will do half of ur burst dmg.

Quoted from "KatalanOrk;508729"

The shield skills of the W/K have been greatly improved but are very mana hungry. W/K is a great example of why spammable skills are not the be all and end all, as Shield Bash is probably the best spammable melee skill

Not true at all. Shield bash does way less dmg than disarmament and holy strike. the 0.10 shield def doesnt make up for the fact that shield bash is only 286% dps at 70 and holy strike 383% dps. Shadowstab is way better, even potws is a little better.
-> Scootermtb (Knight 74 / Warrior 75 / Rogue 73) [US-Artemis]
-> Bufferboy (Druid 70 / Warden 72 / Scout 51) [US-Artemis]

KatalanOrk

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Thursday, February 9th 2012, 10:38pm

Thanks for the corrections - I had meant to double check everything but of course ended up writing it off the top of my head.

I'll have to check Shield Bash - for some reason I thought that it was a much higher %DPS, much higher. I must have been looking at the wrong tooltip or something :S Actually I notice now I had Throw Shield and Shield Bash confused. That should change my rotation a little bit :)

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Thursday, February 9th 2012, 10:50pm

Quoted from "scootermtb;508738"

i have a w/d, even tho is not endgame statted i can say it sucks. The elite 50 is not your 10 atks, but overall, that means any atk from anyone will thrigger it. You will be lucky if u get 1 atk in with the debuff active.


Incorrect.

I have a D/W // W/D. The W/D side is 60/60 right now, and appropriately geared for his level. I semi-frequently bring him along on guild raids, and the Stifle 50/50 elite only accounts for the attacks of the person who casts the spell on the mob.

What I refer to as the "Stifle Countdown" will be triggered by white hits, bleed dots, and skill usage on the mob.

While the OP has the problems with the W/D nailed down, they fail to mention the solo-ability of this class combo. Just because you cant be top DPS in a raid doesnt mean that high defense & self healing abilities arnt excellent for the questers in ROM.

Furthermore, with the other elites the W/D makes a nifty little "raid assist" warrior, with the ability to cleanse party members and boost their HP. Too bad in today's ROM, such positions are not in demand.

KatalanOrk

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Thursday, February 9th 2012, 11:01pm

Thanks for your input - I hope not to leave teh guide as it is - but keep updating it. The solo ability of W/D and W/P (yet to be added at all) is something I do intend to highlight.

mnkmurphy885

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Monday, February 20th 2012, 2:17pm

Quoted

Who are Warriors?

First off, let’s have a look who plays Warriors? People who like big axes, loud noises and loincloths. Loincloths are very important. If you don’t like Arnold Swarzenegger in Conan and Red Sonia, this isn’t the class for you. In many ways we can be considered anti-Mages. Just as everyone who has ever lived can be divided into people that hate clowns and clowns themselves, so can MMO players be divided into those who like running up to mobs shouting, swearing and waving a large wickedly sharp weapon above their head, and those who like standing at the back, wearing a dress and wielding a ‘deadly’ stick. Call it a wand or staff all you want, it is a stick and everyone knows it.

Kat- I'll have you know that I have a BA in baton-twirling.

And I love my sparkly dress o.O

Warriors are sweaty. Ewwww.

That is all.

(ok, now on a serious and vaguely on-topic note, great guide :) I feel like I understand warriors better now- you're ragey)
Formerly Fandreith, currently Fanndreith, 90 Hunter
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Monday, February 20th 2012, 3:00pm

Stickied. Enjoy.

11

Monday, February 20th 2012, 5:51pm

Nice guide. Much better than mine atm.:( And at mnkmurphy Warriors arnt sweaty we leek rage.:cool:

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Tuesday, February 21st 2012, 1:14am

Honestly, and I say this from experience, Air Tremor (The mana-based instant AoE) for War/Wd isn't all that great. It's only useful for clearing really low level mobs as the damage isn't very good. It also uses a %mana so you can't use it too often or you will find your mana pool (which already goes down quickly) very empty.

Very over-rated skill. I mainly find myself using it to clear the barrels or cockroaches in DoD. Don't use it much besides that.
Mongol 72/68/58 R/S/P -- Mongosmash 70/67/42 W/Wd/S -- Myrmidon 64/53/50 M/P/K -- Reni

KatalanOrk

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Tuesday, February 21st 2012, 8:28am

Perhaps, but with W/S being the 'AoE specialist' due to Moon Cleave Perfection, it still means that we are completely dependant on Rage, and we still need 105 Rage (I may actually check that value later :p) to do three AoE and they have 10 sec, 10 sec and 30 sec CDs and one of them is Whirlwind.

I can't tell you how embarrasing it is to chase those little adds in NoM last bosses at level 55 using Shot to keep them off your low Priest as Rage skills don't proc and Taunt works as well as it normally does.

Such experiences scar you forever.

Quoted from "Fan"

Warriors are sweaty. Ewwww.


Yeah, that is why we need long loincloths so we can wipe our brows and air the undercarriage at the same time.

14

Tuesday, February 21st 2012, 12:23pm

Quoted from "Madflavor;511495"

Honestly, and I say this from experience, Air Tremor (The mana-based instant AoE) for War/Wd isn't all that great. It's only useful for clearing really low level mobs as the damage isn't very good. It also uses a %mana so you can't use it too often or you will find your mana pool (which already goes down quickly) very empty.

Very over-rated skill. I mainly find myself using it to clear the barrels or cockroaches in DoD. Don't use it much besides that.


It is an awesome skill imo and I use it really really often in ToSH. I really miss this skill whenever I play on W/S (not so often ^^)
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MachineOfHate

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Tuesday, February 21st 2012, 11:41pm

Remove the CD for The Final Battle. PLZ

I'd probably stop leveling my W/Wd and go back to W/S if they did that. :cool:
Started June 24, 2009 on Artemis.
Iamhell - 70/55 - W/wd + Panix - 70/70/70 W/r/s
The Superbad DPS Engine

wolfowl77

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16

Monday, March 12th 2012, 4:12am

Quoted from "KatalanOrk;508729"

Warrior/Knight

Knight General Skills
W/K Elite Skills

This is a tough-as-nails combo that can do both respectable damage and respectable tanking. Can fully tank up with plate and has awesome single target aggro generation. What holds this combo back from being a complete MBT (main battle tank) is no AoE aggro skill and not enough damage mitigation skills. The damage is also a bit mediocre, as to do the maximum damage a W/K must use a 2h weapon that means a lot of the W/K Elites cannot be used. Should there ever be another moment of madness as there was in the time of the Sword of Fear (a 1h sword that had more DPS than any 2h weapon) then W/K along with W/R would benefit greatly. The shield skills of the W/K have been greatly improved but are very mana hungry. W/K is pretty much what you would expect of a decent off-tank. Few surprises until you throw you shield into someone’s face. W/K also has an anti-root/stun for PvP, but must watch out for M/R’s as Demoralize will still work.


Nice write up, and I too miss Trunks epic Myths post :(

But I'd like to disagree with and add a couple of points here. To the use of shield skills, they're not useless to a w/k if they take advantage of macros to quickly equip the shield then swap back, I've used Throw Shield extensively in the past as a solid mid-range attack, particularly useful for that mage that roots you in an attempt to escape.

Also, rage isn't so much an issue for tanking w/k's in an extended fight, but any w/k will be well served by investing in a solid assortment of mana potions, as 80-90% of their dps will come from knight general skills and not their own native skills. In pvp situations I would most often only use the warriors charge ability to close and knock-down an opponent, then unleash a torrent of Disarm spam.

Also I'd be curious to see what nemecis would have to say about the w/p combo these days.

17

Monday, March 12th 2012, 7:23am

Imo a W/K should go with 1H + Shield anyway. The DPS drop won't be that big, but the Shield adds whole a lot of survivability (the main reason for picking /K anyway)
Druffbaum W/Wd/S and Baumschmuser D/S

Server: EN(PVE) Macantacht
Guild: Blackhand

wolfowl77

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Monday, March 12th 2012, 10:16pm

Quoted from "andreasels;516289"

Imo a W/K should go with 1H + Shield anyway. The DPS drop won't be that big, but the Shield adds whole a lot of survivability (the main reason for picking /K anyway)



The dps drop going from a 2 hander to a 1 hander in most cases is much bigger than the numbers themselves would make you believe. Unless another SoF equivalent 1-hander comes along, a w/k is pretty much going to want to stick to 2 hand weapons for most of their needs.

I can see using a sword/board for some tanking, particularly when the added defense is necessary to successfully tank the instance/boss, but that's highly situational. Stick with 2 hands.

toatanu

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19

Wednesday, May 16th 2012, 12:30am

Ehhh, as a 52/26/25 Mage/Rogue/Warrior (FAIL, right?) I feel offended. You want to see baton twirling? *Pulls out a REALLY big staff and whacks Kat before realizing that that was just a skin and the actual staff weighs like two milligrams* *Gets double-axed to death*
Ithiriz(Osha M/R/W 50/30/25), Saerimuus (Osha Wd/D 12/1), and some other Elf, Osha D/S 13/10, not to mention a few random characters on random servers that I made but that you probably won't ever see.

KatalanOrk

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20

Saturday, August 4th 2012, 2:02pm

Updated the guide inadequately.