
As grizzled veterans of many bloody campaigns Warrior's enter the
fray head on. Welcoming each attack, Warriors mock and taunt their
opponents provoking them into a frenzied fury. As adept in
sophisticated battle strategy as they are at brute force, Warriors inspire and direct
comrades over the battles roar. The Warrior stands between his
allies and eminent death, allowing them to deliver damage in
relative safety.
Warrior Starting Attributes |
| Strength |
Constitution |
Dexterity |
Vitality |
Intelligence |
Wisdom |
| 35 |
50 |
40 |
35 |
25 |
25 |
Suggested Attribute Investment Priority |
| Strength |
Constitution |
Dexterity |
Vitality |
Intelligence |
Wisdom |
| B |
B |
A |
C |
D |
D |
Combat Forms
Warriors can choose to enter a defensive stance where the can hold
their opponents attention more easily, or may switch to an
aggressive stance which allow them to deal more damage.
Commands
As adept in sophisticated battle strategy as they are at brute
force, Warriors inspire and direct comrades over the battles roar.
Warriors can issue commands to a specific target or
even the entire group, bolstering their strength, augmenting
their damage or providing immediate and self sacrificing protection
to an ally.
Abilities
The warrior has many abilities that allow him to perform his job.
- Power Attack
While this is active, the warriors damage increases greatly,
allowing him to really dish out some pain.
- Battle Cries
The warrior can use these to empower himself, draw the
aggression of all nearby opponents to him, or stop an opponent
in his tracks.
- Rescues
The warrior can use rescues to draw the ire of a foe who is
attacking an ally, forcing the enemy to target the warrior.
These prove to be literal life savers.
- Counter Attacks
Although all fighters gain counter attacks, the warrior is
supreme in his ability to retaliate using them. The warrior can
deal tremendous damage or disarm an attacker with very little
effort.
- Adamant Foeman
The warrior can choose to defend rather than attack. Using
this ability greatly increases his ability to take the hits
without dying.
Attacks
These attacks are usable from either combat stance.
- Brutal Strike
Basic melee damage attack. Chain opener. Chance to stun
enemy.
- Furious Blow
Basic melee agro attack. Chance to daze enemy.
- Kick
Interrupt enemy casting or attacks,
increases the targets hate for the Warrior.
- Waylay
This attack does moderate damage, but has bonuses when used
in conjunction with another in the group or when from behind the
enemy. These bonuses are not exclusive and can be combined.
- Rend Armor
Slightly reduced damage. Target mitigation reduced by 30%
for 12 seconds.
- Whirlwind
Hits all targets within a 7 meter radius. Damage reduced
slightly.
Defensive Attacks
These attacks are usable only in the defensive stance.
- Taunting Strike
This moderate damage attack generates a great deal of hate
in your enemy.
- Adamant Foeman
This ability requires a shield. Blocks the next 2 incoming
attacks, and increases your mitigation by 50% for 10 seconds.
- Shield Bash
This ability requires a shield. This ability does no damage,
but has a 65% chance to stun the enemy for 3 seconds, and adds a
large amount of hate.
Attack Chains
Attack chains work much differently in the warrior now. The
warrior now has a variety of specialized attacks, which when used
within a chain take on different characteristics. These attacks can
then chain to several new ‘chain only’ finishing moves. Warriors
begin learning 2-step attack chains at level 4, and continue up to
level 30, when finishing moves become available creating 3-step
chains.
Openers
- Brutal Strike
This attack does moderate damage on its own, but as an
opening attack, influences the chain towards doing more damage.
- Furious Blow
This attack also does moderate damage, but as an opening
attack, this influences the chain towards generating more hate.
Bridges
- Whirlwind
This attack adds an AoE component to the chain. Any
finishing moves that trigger from this bridge will be AoE
finishing moves.
- Waylay
This attack carries positional bonuses such as backstab, and
true flanking. Any finishing moves triggered by this bridge with
also have positional bonuses.
- Rend Armor
This attack damages the armor and mitigation of your enemy.
Any finishing moves triggered by this bridge will have
additional debuff effects.
Tactical Maneuvers
These are special use abilities which generally do no damage but
have other strategic uses in combat. Some of these have upgraded
versions you can learn.
- Taunt
adds a small amount of hate but can only be used on a single
target every 15 seconds. This ability adds a larger amount of
hate when used from defensive stance. Power Attack – Toggled
ability. Adds a significant power cost per swing but adds raw
damage to your attacks. This ability increases in power every 10
levels.
- Enrage
Toggled ability. Only usable when you are below 50% health,
this ability drives you into a rage. The more damage you take,
the higher the rage. At 50% health, and each 10% thereafter, you
gain 10 strength, and lose 5% mitigation. At higher levels,
these benefits and costs increase, and below 20% health, you may
enter an intense rage which cannot be calmed for 30 seconds
giving 200 strength, at a cost of 60% reduced mitigation.
- Roar of Anger
You roar, dazing all enemies within 10 meters for 18
seconds. This also has a 5% chance to stun your enemy, but
should any enemy be hit, the stun will break.
- Barrier of Steel
This ability forces your current target to focus upon you
and attack no other for 15 seconds. During this time both you
and your target will be unable to run.
- Primal Rage
This ability causes you to enter a rage for a short time
granting increased damage, as well as immunity to stun and fear
effects. This rage takes a great toll on your body leaving you
weakened for upwards of a minute.