Advanced Guide to Playing a Warrior

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Contents

Related topics: New Player Guide, Advanced Guide to Playing a Mage, Advanced Guide to Playing an Archer, Beginner's Guide to Playing a Warrior, Character Templates

General Skills

Core Melee Skills

  1. Specialized Weapon Skill : This is almost always Sword, UA or Axe, in that order of frequency. The other weapons don't do enough DOT to really support being a Melee.
  2. Specialized Melee Defense: Although some templates shirk this until later levels in favor of buffs and Life Magic early, in the end everyone who can get Spec Melee Def does. That +29 is way too important at higher levels.
  3. Item Magic: High Level play assumes full buffs, banes, and tinkered armor. It is impossible to find perfect weapons with all the spells on them, and impossible to find armor with all the right Banes on them. Ergo, you must have Item Magic to play the game at higher levels. The dozen or so recall spells/points it gives you are also an immense help.
  4. Healing: This is how you heal, even with Life Magic. It's faster, more effective, and cheaper.

Elective Skills

  1. Creature Magic: Virtually every Melee ends up with this, because it's very, very hard to get a full suite of Creature buffs when you're also pining for Epic Cantrips and Wards. Plus, it's nice to be able to buff others when they need it.
  2. Assess Creature: (specialize) The introduction of gearcrafting enabled you to cast Imperil with this skill using a Lens/wand. Normal gets you Imp6/450 skill. Spec gives you Imp7/520 skill! If you don't want to take Life Magic, this is probably a skill you should have.
  3. Life Magic (specialized): Melees specialize this because getting Life Magic just for buffs is rather dumb. To use it offensively, you need to specialize it, because your Low Focus/Self generally means you're starting out at 40 point handicap vs a Trained Mage! To use Imperils and Vulns offensively, Specializing becomes mandatory.
  4. Arcane Lore (specialized?): So you can use all those jewelry and odd armor bits with multiple spells on them that you want to. Since Arcane Reqs can now hit 400, Specializing in Arcane is actually useful.
  5. Lockpick: Yes, it's an 'other guy' skill in fellows. For solo play, and not liking to be slowed down by locked doors on quests, it shines. More Melees take it then the other classes.
  6. Missile Defense: It doesn't really work except for PK (stops machine-gunning archers) and for qualifying for odd bits of (covenant) armor, but why not?
  7. Magic Defense (specialized): Pricey, but the +29 helps tank casters all the more. Makes you about as tough to hit as a Trained Mage.
  8. Missile Weapon (Specialized?): This is the obverse of a Life Spec Melee. You instead have a Missile weapon to perform as a slightly subpar Archer instead of a subpar Life Mage. Crossbows and Thrown Weapons are used for this, the latter highly useful if you want to toss Vials at critters.

Basic Builds

  1. General Melee: A General Melee build has the core skills, plus Arcane, Creature, and Lockpick. It often has points left over to pick up other useful skills, as well.
  2. Life Spec Melee: The Life Spec Melee chucks extra skill for use of offensive Life Magic. The UA Life Spec is the most common of these, having a good weapon and skill points to spare, if Sho. THe Life Melee Imperils and Vulns stuff, often from a safe point, using a highly tinkered up Melee Defense Mod'd wand, and then equips weapon and shield to slaughter them all. They are also able to self-buff, and this frees up equipment slots for more cantrips and wards.
  3. Melee Tank: This is a General Melee who has specced Magic Defense. Usually UA...this is a 12 pt skill, and takes a lot from other potential abilities.
  4. Melee Adventurer: The Melee who takes a spec Missile weapon is an Adventurer, and they will also have Lockpick. Without resorting to magic, they can still perform all the combat functions in a group, and go anywhere and do anything.
  5. Tri-Spec Archer: This is the old Dagger/Bow/Life Magic/Melee Defense build, back when Dagger was awesome. Exclusively Aluvian, the low cost to spec a weapon could actually be fit into the build, and the ability to dump Strength allowed 100 pts to be put into Focus. Extremely strong and versatile builds. Due to the revision and weakness of Dagger, few bother to spec Dagger nowadays.
  6. Tri-Spec Tank: Mostly for PK, this build is specced in Melee, Missile and Magic Defense, mostly to counter-act Trained non-mage debuffers and machine-gun archers.

Tactics and Gameplay

Love Thy Shield

What this means to a melee is that you have to keep moving and working to keep a spawn in front of your shield. Archers and mages just stand and take it. Melees manuver. They hug walls. They get in corners. They shift to protect vulnerable backsides. Learn to maximize use of the shield arc, and slide around in combat. Shields are also the only quest items that can be found with the Magic Absorption trait. It is less then a 20% reduction in damage from magic, in most cases, but something is definitely better then nothing when you have to go toe to toe with casters.

Positioning

Remember what I was saying about positioning and not letting people behind you? There ya go. Double whammy time. Keep ‘em in front of your shield, and do NOT let them behind you.

So, if you are going to make a wall, suck it up, you're not an archer, and do it in peace mode.

Luring vs. Pulling

Archers and Mages Pull. The hit of a missile weapon or spell causes a ‘Death Shout' that alerts everything in a broad area. This tends to pull the entire spawn, and then all of that spawn's friends and neighbors, too, which can get really unhealthy, really fast. Archers and mages like to try and kill things that run back and forth, which is a total and complete pain for a melee character. You, too can Pull…wands, throwing stuff, casting critter spells, it does the same thing. But, if you want only part of a spawn to come, you have to Lure…sneak up close, watch the terrain, and drag part of a spawn out instead of the entire thing.

The Importance of Stamina

Do not ever let your stamina get down to 0. You are basically asking to die at that point. Mages don't have to worry about this…they can Replenish without switching their wand, and they only use it for stamina to mana surges. Carry your stamina consumables just in case.

Did I mention Shields are Important?

Carry two shields, and have a Hollow Armor set: Your ideal shield is one of the two stronger Quest shields with the Magic Absorption property, the Shield of Perfect Light and the Shadowbane Shield. In addition to this, you need a Hollow Shield, for those creatures which ignore Item Magic, Life Magic, or are completely hollow. Ideally, you could get a fine Covenant Shield with some useful spell or two on it, and tinker up the elementals. If not, you should carry the Olthoi Shield after completing the quest to get it. A Hollow shield will be enough for most dungeons, such as Lugians with Chorozite weapons, and the average hollow olthoi. For boss Hollow Olthoi, or Aerbax, you also need a Hollow Suit of Armor. And while some of us might have the patience to assemble a matching suit of Celdon with ten tinkered elementals and built in spells, the rest of us just make do with a set of Greater Olthoi Armor from the Matron Hive dungeons. Excellent AL and elementals. No spells, but for a Hollow Suit of armor, you generally pack it away in a chest or on a mule until you need it. Spells are not an issue. If you want spells, then labor to put together a Covenant Set.

Weapons needed

Tools for every occasion, you pick the occasion. The Melee carries more variations on his weapons then pretty much any other class bothers to. This is because a mage can simply cast a Vuln and shoot the appropriate spell without changing his wand, and archers can shift arrows on their Armor Renders without bothering to change the bow. Melees, you don't have a choice. You carry a toolbox of weapons, and what follows is an idea of the weapons you need. Also, don't obsess over the highest damage. You're actually better off with the highest melee defense and attack modifiers. Not getting hit and hitting the enemy tends to be far more useful then 1-3 points of damage. Do NOT ignore attack/defense modifiers on the weapons you choose!

  1. First, you're going to need Resistance Renders for all types of your weapon. Swords get shafted here, because even though you can Slash or Pierce with one weapon, you can only Render it to one damage attempt. You need these because you aren't going to Vuln everything, all the time, and Renders top out at the effect of a level 6 Vuln, and the damage stacks with Imperils.
  2. Secondly, you need Armor Renders for all your Damage styles. Swords (and daggers and katars) do get a break here. You do this because Armor Render stacks with Vulns and Imperils (although NOT with Negative AL—See below!).
  3. Third, for those creatures that are Vulnerable to Imperil, you need Crit Strike (or Crippling Blow) weapons of all your element types. Negative AL creatures take half damage from Armor Renders if double tapped, but CS weapons OWN them.

Quest weapons you'll want, in no particular order:

Quest Items Needed

All in all, there aren't many weapons outside Sword that you need to collect from Quests.

Other Quest Gear, non-Weapon

Other Permanent Gear you need: What, thought you'd only have to carry around armor, weapons and a shield? Think again!

Consumables

Consumables you need: And I'm not just talking healing potions, baby.

The Wonder and Glory of Imperil

Imperil is your Shield Maiden/ Vulnerability to Imperils: Imperil, unlike Vulns, is a fixed decrease to the Armor Level of an opponent. Tattercoat and the various elemental Baits are the Item counterparts. Vulns work on a % basis, but these two are fixed…and that means they can go negative!

Tattercoat and the various Baits work the same way, but can generally only be used on enemy shields. By rendering a shields SL Negative, or one of its elementals negative (NEVER both! Two negatives = a positive, remember?), you can actually INCREASE the damage you do to something striking through its shield. You can see this in effect by casting on a store bought shield and watching the numbers shift.

Look, Ma, No Pants!

Wear a decent set of pants. Viamontian trousers are the only types of pants that cover girth and both upper and lower legs. All others swap between lower legs and girth coverage. Likewise, shirts that cover the girth leave the forearms free. Thus, if at all possible, if you are going to wear two part underclothes for the buffs, try to make the pants Viamontian. That way, when you buff them, you don't leave a hole in the coverage of your armor.

Play Smart

Melee are the brains of the fellowship. Just like linebackers are the smartest guys on the football team. The mage is busy pushing spell buttons and doing a delicate dance of healing, shooting, mana swapping, and replenishment, switching between attack forms and finding them on his spellbar. Archers sit in one spot and just take out enemy after enemy, retreating only if surrounding, and looking for a perch more then an ideal combat zone.

Consult Thy Power Bar, Don't Eat It

Use Your Power Bar Wisely. Supposedly, attacking at double speed at minimum bar, average speed at midbar, and low speed at high bar gets you to the same damage over time (DOT). That doesn't mean there isn't a time to swap back and forth between striking speeds. You use Low Bar/High Speed when:

The 'best' setting for Stamina usage to damage is about ¼ bar, and can be found with a little experimentation. For Sword, it's right about where damage changes from Pierce to Slashing. At this point, you are still using the lowest possible amount of stamina per swing, but your damage has increased markedly over Low Bar. For long combats, it is the best place to park your bar and beat on stuff for stamina efficiency.

Be At Peace

Use Peace Mode. Peace Mode is your bosom buddy. You should learn to automatically go into peace mode anytime you are not fighting. In Peace Mode, You:

Ugh, Math?!?

Know the Math of Imbues and Debuffs. Know how these things work, and what interacts with what, why, and what's best to use and when.

Examples for the Reluctant

Doubtless you will want to know WHY certain Imbues are better then others. The following is some simple math to illustrate how such things work.

Our sample weapon is going to be a 40-80 weapon. This is a 50% variance (the minimum is –50% of the maximum) weapon. We are going to ignore strength and BD and suchlike, figuring they've already been added on. Critical Hits are 10% of all swings on average, and do 2x Maximum normal damage for Melees.

60 60 60 60 60 60 60 60 60 160 For a total damage over ten swings of 700 damage, base.

60 60 60 60 60 60 60 60 60 480 For a total damage of 1020…an increase of +320, or +45%. This is actually lessened by the fact that CB ‘wastes' more damage then any other imbue with ‘overkill' damage.

60 60 60 60 60 160 160 160 160 160 for a total damage of 1100, or +400, or +56%. CS also wastes less dmg then CB, and ‘maxes' out 4 additional swings, hence the greater DOT.

120 120 120 120 120 120 120 120 120 320 for total damage of 1400, +700, and a 100% increase. Definitely the best of the ‘normal' imbues, until the Renders came along.

150 150 150 150 150 150 150 150 150 400, or 1750 dmg over time.

60 60 60 60 60 60 60 60 240 240 for 960 dmg, or +37%…greater then the sum of its parts.

150 150 150 150 150 150 150 150 600 600 for total damage of 2400, +1700, and a +242% increase. Yay, Silvarans!

Combined with Armor Rending (x2), this results in SIX times normal damage to a foe.

Salvage and Augments

DOT becomes: 60.75 x 9, 162 x1. Total DOT change = +8.75 points per bag. However, on a Critical Strike weapon, this looks MUCH better, because you are constantly increasing the power of the crit. For a CS weapon, this raises the DOT by 13.75 per bag. For CB, +18.75!

While it is explained better elsewhere, a simple example is that a bag of Granite on our base weapon would raise the bottom variance 25%. Since the variance is 40 pts, this would shrink to 30 pts, resulting in a 50-80 dmg weapon. Average damage would go up to 65, resulting in an average damage of 65x9, +160, or increasing from 700 to 745, +45 for the first bag. Every succeeding bag tightens the variance further, which means smaller and smaller increases. Once you start getting to a 25% variance, such as 60-80, the amount of increase starts getting quite small. Generally, granite is used about 50/50 on Render and AR weapons with Iron.

Testing, Testing

Testing damage types against monsters. This is remarkably easy to do. All that is required is the appropriate render weapon of type, knowing what the maximum damage is, and at least three crits that match up. Always do this on fastest speed if possible, so you can compare cleanly to Pierce. If not, go lowest bar on Pierce, and midbar on everything else. The Pierce base should be 50% of the others to start with.

Example: If you are absolutely sure that Lightning is the best thing to use on Vissidal Island reedsharks, test it out. You'll probably be surprised to find that Slashing is marginally better, and Piercing is best of all, at least for weapons. The reason you see Lightning so much is that it is the second or third best damage type on all the monsters, and archers hate to switch bows!

Miscellaneous Gameplay, tips and tricks

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