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{{guide-stub}}
 
{{Profession guides box}}
 
{{Profession guides box}}
{{TOCright}}
 
Warriors, along with their less heavily armored counterparts, the [[gw:Dervish|Dervishes]], form the very front of any well balanced party. They can be proficient in any number of weapons and do very large amounts of damage per second (or DPS) to enemies. Warriors have massive amounts of armor and health with extremely small pools of energy. As a result, they manage their energy with "[[gw:adrenaline|adrenaline]]", which pools up in each skill separately.
 
   
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{|
==Attributes==
 
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|-
===[[gw:Strength|Strength]]===
 
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|[[Image:Profession Warriors.jpg|150px]]
:"''When you use attack skills, each point of Strength gives you 1% [[gw:armor penetration|armor penetration]]. Many skills, especially those related to surviving and inflicting damage, become more effective with higher Strength.''"
 
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|width=100%|{{TOCright}}
Strength can give you access to shields, high levels of armor penetration, and large amounts of armor-increasing skills. In addition, Strength increases power of a few untyped and rather unremarkable skills such as [[gw:Power Attack|Power Attack]]
 
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|}
   
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The Warrior profession specializes in melee damage, so normally forms the frontline of many (if not most) teams. Their roles usually encompass using either swords, axes, or hammers to produce pressure through conditions, damage, interrupts, and knockdowns. Their armor does not provide any additional energy regeneration so many of their attack skills use the [[gww:adrenaline|adrenaline]] mechanic, which cost no energy but need to be "charged" through attacking.
===[[gw:Swordsmanship|Swordsmanship]]===
 
:"''Swordsmanship increases the damage you do with swords and your chance to inflict a critical hit when using a sword. Many skills, especially sword attack skills, become more effective with higher Swordsmanship.''"
 
Swords have a damage range of 15-22. At level 11 or more, they are outclassed by axes in DPS because of critical hit ratios. A sword's only source of [[gw:Deep Wound|Deep Wound]] comes from [[gw:Gash|Gash]], a skill that relies on [[gw:Bleeding|Bleeding]]. In PvE, against a non-fleshy creature, swords often get outclassed by axes due to this weakness. In PvP, premature removal of the bleeding isn't as large a problem problem because attack skills are often used in a spike rather than over time.
 
   
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Warrior armor has a maximum armor rating of 80 and provides an additional 20 armor against physical damage. Warriors can also wear a shield when using one-handed weapons. These provide a maximum bonus of 16 armor but require investment in either Strength or Tactics for the full bonus.
===[[gw:Axe Mastery|Axe Mastery]]===
 
:"''Axe Mastery increases the damage you do with axes and your chance to inflict a critical hit when using an axe. Many skills, especially axe attack skills, become more effective with higher Axe Mastery.''"
 
Axes have several advantages to Swords. Firstly, at higher levels they have higher DPS than swords. Secondly, they have unconditional Deep Wound. Axes, for this reason, are very often found in PvP for those advantages alone. The [[Build:W/E Shock Axe|shock axe]] is a prime example of a venerable design and versatility.
 
   
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==Primary Weapons==
===[[gw:Hammer Mastery|Hammer Mastery]]===
 
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Warriors have access to three weapon types. Each of these weapons has the property that if they strike a moving opponent in the back, it will always be a critical hit.
:"''Hammer Mastery increases the damage you do with hammers and your chance to inflict a critical hit when using a hammer. Many skills, especially hammer attacks skills, become more effective with higher Hammer Mastery.''"
 
By not using a shield, Hammers trade defensiveness for brute force. Hammer skills focus on knockdown and weakness and have multiple skills that play off both. They cause disruption by keeping people on the ground. A Hammer warrior's DPS is highest against non-moving targets but is worse against moving targets compared to Axes.
 
   
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Swords are one-handed weapons with a maximum range of 15 to 22 slashing damage and an attack rate of 1.33 seconds.
===[[gw:Tactics|Tactics]]===
 
:"''No inherent effect. Many skills, especially defensive skills and skills that aid your allies, become more effective with higher Tactics.''"
 
Tactics have numerous defensive skills focusing around not just assisting you, but allies as well. Skills such as [[gw:Healing Signet|Healing Signet]], the arch typical warrior self-heal reside in this line as do other common staples such as [[gw:"Watch Yourself!"|"Watch Yourself!"]].
 
   
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Axes are one-handed weapons with a maximum range of 6 to 28 slashing or piercing damage and an attack rate of 1.33 seconds.
==Types of Warriors==
 
===Tank===
 
The tank is synonymous with warrior in PvE and is '''the standard''' of PvE gameplay for Warriors. It is used interchangeably as though it meant the same thing. Tanks focus around using blocking stances and armor gaining skills to round up aggro on themselves while the rest of the party does the killing. Note that this is ''only'' effective in PvE where AI is stupid and will actually attack a warrior. This is also what most people expect a warrior to do in PvE so expect to be a Tank until you can do PvP.
 
   
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Hammers are two-handed weapons with a maximum range of 19 to 35 blunt damage and an attack rate of 1.75 seconds.
===Sword Warriors===
 
Sword Warriors rely on pressuring. Whether this is through conditions or the elite [[gw:Dragon Slash|Dragon Slash]] is all the same, but sword warriors apply pressure in some way or another. Sword Warriors are commonly used in splits in [[gw:GvG|GvG]].
 
   
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==Primary Attribute: Strength==
===Axe Warriors===
 
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:"''When you use attack skills, each point of Strength gives you 1% [[gww:armor penetration|armor penetration]].''"
Axe Warriors provide spiking power. They can be used by themselves or with a group but one thing is for sure: Axe spikes are not a thing to be trifled with. Their DPS puts great pressure on casters.
 
   
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For each point of strength, attack skills used by a warrior get a 1% armor penetration bonus. This does not apply to autoattacks or other types of skills. This attribute contains many key offensive skills such as Bull's Strike and Primal Rage and is essential for meeting the requirements of some shields.
===Hammer Warriors===
 
Hammers hit hard but slowly. Their knockdowns are powerful and weakness can be powerful condition. Hammers are oftentimes used for spike assist- knocking down a person while the rest of the team pummels the target with their most hard-hitting spells and attacks.
 
   
===Linebackers===
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==Attributes==
The Linebacker is an unorthodox type of build popularized by the guild Idiot Savants [iQ]. It relies on having a tremendous amount of knockdowns to keep a priority target out of the fight, most likely a warrior attacking a low-armor team member (e.g. a monk). Their damage is mediocre but the linebacker makes up for it by keeping casters alive.
 
   
==="Fear Me" Energy Denial===
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===Swordsmanship===
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:"''Swordsmanship increases the damage you do with swords and your chance to inflict a critical hit when using a sword. Many skills, especially sword attack skills, become more effective with higher Swordsmanship.''"
A "Fear Me" Warrior is so called because of the skill [[gw:"Fear Me!"|"Fear Me!"]]. Builds that are focused around this skill focus on gaining adrenaline fast enough to spam it repeatedly, causing energy loss. Such warriors are usually lacking in damage but make up for it in pressure on the enemy team's energy bars, however the popular Steady Stance scythe warriors do powerful damage, as well as using Fear Me! every 6 seconds.
 
   
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Swordmanship focuses mainly on Sword Attack skills, many of which revolve around inflicting conditions. Popular skills from this line are Sever Artery, Gash, Hundred Blades, and Sun and Moon Slash.
===Alternative Weapon===
 
A type of gimmick build, warriors of this variety use the armor penetration of Strength with other weapons such as the Spears of a Paragon. These builds are suited to PvE gameplay only.
 
   
===IWAY===
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===Axe Mastery===
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:"''Axe Mastery increases the damage you do with axes and your chance to inflict a critical hit when using an axe. Many skills, especially axe attack skills, become more effective with higher Axe Mastery.''"
IWAY is an abbreviation of the skill [[gw:"I Will Avenge You!"|"I Will Avenge You!"]]. From the archived IWAY article:
 
:"''The IWAY build is based around the "I Will Avenge You!" shout when used in combination with |pets belonging to several warrior/rangers. "I Will Avenge You!" takes all dead allies in the area into account, which includes |pets. When several dead pets are in the area, the attack speed boost and health regeneration of this shout can be maintained indefinitely. This build is deadly when used correctly and is hard to counter once activated. The best preventative action to take would be to avoid killing the pets, rendering this skill useless. IWAY builds were popular in the prophecies days but after receiving some hard-hitting nerfs, IWAY teams are no longer popular.''"
 
   
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Axe Mastery focuses mainly on Axe Attack skills, many of which are damage oriented. Popular skills from this line are Dismember, Agonizing Chop, and Eviscerate.
====History====
 
Before IWAY there was Berserk. Although Berserk is not truly IWAY it's worth a mention as it is the forefather of IWAY. Berserk was originally created as a joke build. Berserk consisted of 6 Warrior/Rangers with pets used to confuse enemies into thinking it was fighting the whole team while 2 order necros with 55 health hid in the spawn. At that time Orders were a World Enchantment and affected all players at any distance.
 
   
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===Hammer Mastery===
For quite awhile, IWAY consisted completely of 6 W/Rs, 1 Tainted Necromancer, and 1 Orders Necromancer. It was general practice, at one time, to have one W/R carry Revive Animal to transport dead pets from one area of the map to another. Most groups have stopped using this skill. They opt, instead, to stay near their dead pets. This has since been replaced by the second EoE.
 
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:"''Hammer Mastery increases the damage you do with hammers and your chance to inflict a critical hit when using a hammer. Many skills, especially hammer attacks skills, become more effective with higher Hammer Mastery.''"
   
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Hammer Mastery focuses mainly on Hammer Attack skills, which focus on knocking down opponents and applying conditions to knocked down foes. Popular skills from this line are Crushing Blow, Hammer Bash, Earth Shaker, and Devastating Hammer.
After this came 2 trappers, at the time, the IWAY groups brought 2 resolve trappers. This was to spam conditions on enemies, and give the Orders, and Tainted Necromancers a way out of the heat if being chased, barbed trap would slow chasers. One of the trappers generally took Winnowing, but it was later discovered that balanced builds could easily defeat IWAY using Aegis. So then the IWAY build became 4 W/R, 1 N/Mo, 1 N/E, 1 R/Me, 1 R/Mo.
 
   
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===Tactics===
The September 29th, 2005 update reduced the maximum attack speed bonus to 33%, down from 50%, slightly reducing the effectiveness of the IWAY build. The March 3rd, 2006 update further reduced the effectiveness of the build, by cutting the attack speed bonus from the IWAY skill to 25%, and modifying Order of the Vampire to no longer stack with other necromancer enchantments.
 
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:"''No inherent effect. Many skills, especially defensive skills and skills that aid your allies, become more effective with higher Tactics.''"
   
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Tactics focuses mainly on defensive skills, shouts, and stances. Since most warriors are expected to be offensive while supported by a backline, this attribute is largely unfavored and sees little play.
With the release of Guild Wars Factions on April 28th, 2006, many IWAY teams have taken to using the new elite orders spell Order of Apostasy to remove the protective enchantments of enemies, as well as providing an extra healer in the N/Mo generally used. This is a very common build now, especially among the more highly ranked IWAYs. Order of Apostasy (abbreviated as OoA), is also effective in destroying the enchantments usually used to protect the Ghostly Hero in the Hall of Heroes, and thus is more effective at capturing the Hall of Heroes.
 
   
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==Common Warrior Builds==
The latest and last change in IWAY was a Psychic Distraction Mesmer who replaced one of the four warriors. IWAY teams were finding it difficult to interrupt the Ghostly Hero on Altar maps with Distracting Blow/Disrupting Chop because of the Ritualist Spirit Displacement. The Psychic Distraction Mesmer came along and worked with the Order of Apostasy Necromancer to make sure Spellbreaker was not on the enemy Ghostly Hero when Psychic Distraction was used.
 
 
==Key Ideas==
 
[[Image:SoD warrior pressuring PvX monk.jpg|thumb|200px|right|A warrior attacking a monk in a match.]]
 
===PvE===
 
*Round up [[gw:aggro|aggro]].
 
*Use an [[gw:IAS|IAS]] to build up adrenaline.
 
*Wail away at one target at a time, starting with healers (Ritualists or Monks).
 
*Cause Deep Wound.
 
   
 
===PvP===
 
===PvP===
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* PvP Build 1 with a short description
*Attack targets not under the effects of protective spells.
 
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* PvP Build 2 with a short description
*Tell your teammates about anti-melee hexes and conditions so that they can remove them.
 
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* PvP Build 3 with a short description
*Rarely use attack skills while blinded or hexed with miss hexes.
 
*Use IAS to increase your DPS and speed up your spikes, as well as charge adrenaline faster.
 
*Change targets often.
 
*Spike with your allies.
 
*Pressure the main threat on the enemy team, but don't forget that your goal is to kill the enemy team.
 
*If your team's defense is unable to cope with the enemy team's pressure, consider attacking the enemy Warriors or Dervishes (although attacking a Melandru Dervish in form is pointless) to force them to play less aggressively. Knockdowns and Crippling are particularly useful in this situation.
 
*Analyze the teams. What could be a threat for your monks? What strategy are the opponent team's players using?Sometimes it's just about shutting the opposing team's strategy down. Also, synergize with you team and attack the same target with them if you're sure you can kill the target in a small time, or get on another target if you think pressure would be the best.
 
*This is a must for warriors-Call(Ctrl click or Ctrl space) when attacking. It's extremely important for your teammates to know who you're attacking so they can pick their target.
 
*Dont always think that killing the monk will win you the game. Select the most suitable target for your team's benefit. Sometimes, taking a mesmer down is just as much important.
 
*Know when and how to strike, analyze your target's skill using habits and strategy, and strike when it's time.
 
*Always get a speed skill, target's , especially monks often have 1 or 2 skils to kite. Dont let them get away, take them out.
 
*Don't think that you're a tank and nothing will happen to you, don't rush in.
 
   
==Skills==
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===PvE===
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* PvE Build 1 with a short description
===Energy Attacks===
 
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* PvE Build 2 with a short description
====Strength====
 
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* PvE Build 3 with a short description
{{skill icon|Protector's Strike}}
 
:Use after a Deep Wound to finish off the enemy because of the extremely fast activation time.
 
====Swordsmanship====
 
{{skill icon|Savage Slash}}
 
:Interrupts a foes action and does additional damage.
 
 
====Axe Mastery====
 
{{skill icon|Critical Chop}}
 
:Fast activation time and it may interrupt an opponent. Good damage regardless.
 
 
====Hammer Mastery====
 
{{skill icon|Crushing Blow}}
 
:On almost every Hammer build ever. It causes Deep Wound.
 
 
{{skill icon|Irresistible Blow}}
 
:While once good, it got nerfed into oblivion. Not worth taking anymore.
 
 
{{skill icon|Mokele Smash}}
 
:Adrenaline management.
 
 
{{skill icon|Crude Swing}}
 
:Useful for adrenaline management. Combines well with [[gw:Earth Shaker|Earth Shaker]].
 
 
{{skill icon|Renewing Smash}}
 
:A rather niche skill. Useful for R/W Stance Tanks.
 
 
====Tactics====
 
{{skill icon|Desperation Blow}}<br>
 
{{skill icon|Drunken Blow}}
 
:Very effective with [[gw:Steady Stance|Steady Stance]].
 
 
====Scythe Mastery====
 
{{skill icon|Mystic Sweep}}<br>
 
{{skill icon|Eremite's Attack}}
 
:Both of these can actually be used with any melee weapon. They have fast activation times and thusly can be useful for spiking.
 
<hr>
 
 
===Adrenal Attacks===
 
====Strength====
 
 
====Swordsmanship====
 
{{skill icon|Crippling Slash}}<br>
 
{{skill icon|Sever Artery}}<br>
 
{{skill icon|Gash}}
 
:Either Crippling Slash or Sever Artery will be found on almost every Sword warrior's bar. It's the Swordsmanship-specced warrior's only deep wound after all.
 
 
{{skill icon|Dragon Slash}}
 
:An elite skill that allows you to gain back some adrenaline when you use it. Syngergizes well with Sun and Moon Slash.
 
 
{{skill icon|Sun and Moon Slash}}
 
:Useful for managing adrenaline due to the double-strike property.
 
 
{{skill icon|Final Thrust}}
 
:Useful as a finisher. Lost some of its magic when Sun and Moon Slash came out.
 
 
====Axe Mastery====
 
{{skill icon|Eviscerate}}<br>
 
{{skill icon|Decapitate}}<br>
 
{{skill icon|Cleave}}<br>
 
{{skill icon|Agonizing Chop}}<br>
 
{{skill icon|Executioner's Strike}}
 
:Each of these do large amounts of damage. Decapitate isn't used commonly because of its side effect. Cleave has the highest DPS of the three elites but has no Deep Wound. However, when using more than one adrenal skill, Cleave actually loses DPS, as its adrenaline pool is lowered prematurely. Eviscerate and Decapitate have higher DPS in this circumstance.
 
 
====Hammer Mastery====
 
{{skill icon|Devastating Hammer}}<br>
 
{{skill icon|Backbreaker}}<br>
 
{{skill icon|Earth Shaker}}<br>
 
{{skill icon|Fierce Blow}}<br>
 
{{skill icon|Mighty Blow}}<br>
 
{{skill icon|Heavy Blow}}
 
:Powerful knockdown or damaging skills. Each one of these hurts.
 
 
{{skill icon|Yeti Smash}}
 
:AoE Hammer attack. Only useful for PvE.
 
 
====Tactics====
 
<hr>
 
 
===Knockdown===
 
====Strength====
 
{{skill icon|Bull's Strike}}<br>
 
:Bull's Strike is a commonly used knockdown in PvP.
 
 
====Hammer Mastery====
 
{{skill icon|Devastating Hammer}}<br>
 
{{skill icon|Earth Shaker}}<br>
 
{{skill icon|Backbreaker}}<br>
 
{{skill icon|Hammer Bash}}<br>
 
{{skill icon|Heavy Blow}}
 
:Hammer warriors often run one of the knockdown elites, such as Devastating Hammer, Earth Shaker, or Back Breaker. Sometimes, hammer warriors run Hammer Bash in addition to or instead of these elites. With Devastating Hammer, some use Heavy Blow instead of Hammer Bash for more damage.
 
 
====Air Magic====
 
{{skill icon|Shock}}
 
:Shock is often run on warriors in PvP for a reliable knockdown, interrupt, and snare.
 
<hr>
 
 
===Snare===
 
====Strength====
 
{{skill icon|Bull's Charge}}
 
:Increase movement speed and snare in one. Useful for compressing warrior bars.
 
 
{{skill icon|Bull's Strike}}
 
:Catch kiting foes with this. A staple of almost every PvP warrior.
 
 
====Swordsmanship====
 
{{skill icon|Crippling Slash}}
 
:Provides bleeding, which covers the cripple. Following immediately with Gash ensures that even Mending Touch won't remove it.
 
 
{{skill icon|Hamstring}}
 
:Costs a ton of energy. Stay away if possible.
 
 
====Axe Mastery====
 
{{skill icon|Axe Rake}}
 
:Extremely conditional. Try to stay away from it if possible.
 
 
====Hammer Mastery====
 
:Use your knockdowns as snares in addition with Bull's Strike.
 
 
====No Attribute====
 
{{skill icon|"You're All Alone!"}}
 
:Excels in ganks and in AB. Also, numerous skills play off of those conditions.
 
 
{{skill icon|"Coward!"}}
 
:A guaranteed knockdown is fine and dandy, but it takes away your elite slot.
 
<hr>
 
 
===Increase Attack Speed===
 
====Strength====
 
{{skill icon|Flail}}
 
:Common in PvE and on hammer warriors. Use with a cancel stance in PvP to catch kiting foes.
 
 
====No Attribute====
 
{{skill icon|Frenzy}}
 
:The IAS of choice in PvP. Warriors aren't attacked often due to their high armor so Frenzy is fine. Use with a cancel stance if you are under attack.
 
<hr>
 
 
===Increase Movement Speed===
 
====Strength====
 
{{skill icon|Bull's Charge}}
 
:Increase movement speed and snare in one. Useful for compressing warrior bars.
 
 
{{skill icon|Sprint}}<br>
 
{{skill icon|Enraging Charge}}
 
:Each of these have a 20 second cooldown and last about 13-15 seconds at relatively high levels of strength. Enraging charge ends if you attack but gives you adrenaline in return.
 
 
{{skill icon|Rush}}
 
:Arguably the best cancel stance. A mere 4 adrenaline and lasts an exceedingly long time.
 
====Tactics====
 
{{skill icon|Charge!}}
 
:Allows the use of a different cancel stance such as [[gw:Hex Breaker|Hex Breaker]] as well as the obvious effect of the skill itself.
 
 
====No attribute====
 
{{skill icon|Dash}}
 
:A commonly used skill for its strong speed boost. The short recharge also makes it an excellent cancel stance.
 
<hr>
 
 
===Deep Wound===
 
====Swordsmanship====
 
{{skill icon|Gash}}
 
:A sword warrior's only source of Deep Wound. Use with [[gw:Sever Artery|Sever Artery]] or [[gw:Crippling Slash|Crippling Slash]].
 
 
====Axe Mastery====
 
{{skill icon|Eviscerate}}<br>
 
{{skill icon|Decapitate}}<br>
 
{{skill icon|Dismember}}
 
:Each cause an unconditional Deep Wound. Eviscerate is the most common because of its added damage. Decapitate has hefty drawbacks making it nothing more than a novelty. Dismember is used in tandem with elites like [[gw:Battle Rage|Battle Rage]].
 
 
====Hammer Mastery====
 
{{skill icon|Crushing Blow}}
 
:Use with a knockdown. The elite knockdowns are your best bet.
 
{{skill icon|Pulverizing Smash}}
 
:Use with a knockdown. Be careful not to chain with 'lose all adrenaline' knockdowns.
 
<hr>
 
 
===Self-Heal===
 
====Strength====
 
{{skill icon|Lion's Comfort}}
 
:Effective with more tactics rather than more strength. Adrenal-charge makes it a bit wonky.
 
 
====Tactics====
 
{{skill icon|Healing Signet}}
 
:The defacto heal for a warrior. -40 armor is bypassed by the already massive armor of a warrior.
 
 
{{skill icon|Lion's Comfort}}
 
:See above.
 
 
====Healing Prayers====
 
{{skill icon|Restful Breeze}}
 
:Effective even with very small investment into Healing Prayers. Can be countered easily by too much degen.
 
<hr>
 
 
===Adrenaline Gain===
 
====Strength====
 
{{skill icon|Enraging Charge}}<br>
 
:A useful speed boost and strong adrenaline gain skill. A Furious weapon is very useful in combination with this skill.
 
 
====Swordsmanship====
 
{{skill icon|Dragon Slash}}<br>
 
:Dragon Slash enables nearly constant spam of attack skills, creating considerable pressure. Commonly used in PvE and PvP.
 
{{skill icon|Sun and Moon Slash}}<br>
 
:Since it hits twice, Sun and Moon Slash does provide some adrenaline gain.
 
 
====Axe Mastery====
 
 
====Hammer Mastery====
 
{{skill icon|Mokele Smash}}
 
:Often used on Warriors using one of the elite knockdowns and other high-adrenaline skills.
 
 
====Tactics====
 
 
====No Attribute====
 
{{skill icon|'For Great Justice!'}}<br>
 
:Allows 20 seconds of incredible adrenaline skill use, but is useless for 25 seconds while it recharges. It is particularly useful on hammer warriors, who can charge high-cost skills like Backbreaker in one hit with this skill in combination with Enraging Charge.
 
<hr>
 
 
===Armor Boosting===
 
====Strength====
 
{{skill icon|Dolyak Signet}}
 
:Extremely useful for Strength tanking. Can be kept up perpetually at Strength 15 or higher.
 
 
====Tactics====
 
{{skill icon|Watch Yourself!}}<br>
 
{{skill icon|Shields Up!}}
 
:Both provide an armor boost but Shields Up is far more conditional and can't be kept up forever by one person.
 
 
{{skill icon|Disciplined Stance}}<br>
 
{{skill icon|Defensive Stance}}
 
:Both are useful for tactics tanking by providing moderate armor and blocking in one stance.
 
 
====Earth Magic====
 
{{skill icon|Obsidian Flesh}}<br>
 
{{skill icon|Armor of Earth}}
 
:Both of these are used for tanking in the [[gw:Domain of Anguish|Domain of Anguish]] because of the powerful enemy spells used there. Requires some very powerful energy management to use effectively.
 
 
====Inspiration Magic====
 
{{skill icon|Physical Resistance}}<br>
 
{{skill icon|Elemental Resistance}}
 
:If fully aware of the enemies being fought, either of these can be used with essentially no points in Inspiration Magic.
 
<hr>
 
 
===Blocking===
 
====Strength====
 
{{skill icon|Shield Bash}}
 
:Good for stopping assassin attack chains.
 
 
====Tactics====
 
{{skill icon|Shields Up!}}<br>
 
:Only blocks arrows.
 
 
{{skill icon|Bonetti's Defense}}<br>
 
:Energy management.
 
 
{{skill icon|Shield Stance}}<br>
 
{{skill icon|Defensive Stance}}<br>
 
{{skill icon|Disciplined Stance}}<br>
 
{{skill icon|Soldier's Defense}}<br>
 
{{skill icon|Wary Stance}}<br>
 
{{skill icon|Protector's Defense}}
 
:5 energy 75% block stances with a condition attached to them. Used for PvE Tactics tanking.
 
<hr>
 
 
===Health Modification===
 
====Strength====
 
{{skill icon|Signet of Stamina}}
 
:Good for runners.
 
 
{{skill icon|Endure Pain}}
 
:Can be used as a last minute health boost.
 
<hr>
 
 
===Skills to avoid===
 
====Strength====
 
 
====Swordsmanship====
 
{{skill icon|Hundred Blades}}
 
:Very lackluster damage. Quivering Blade and Dragon Slash are both better. For AoE, use Triple Chop and Cyclone Axe in PvE <u>only</u>.
 
 
{{skill icon|Galrath Slash}}<br>
 
{{skill icon|Silverwing Slash}}
 
:Both of these downright awful because of how plain they are. They attempt to do spike-like damage which is better done by an axe. Swords would benefit better from Sever Artery/Gash than these two plain things.
 
 
{{skill icon|Barbarous Slice}}
 
:You should always be in an IAS stance.
 
====Axe Mastery====
 
 
====Hammer Mastery====
 
 
====Tactics====
 
 
====Healing Prayers====
 
{{skill icon|Mending}}
 
:Terrible health gain for too high a cost. A lost pip of regen could mean sacrificing an IAS sometimes. Furthermore, it won't heal when it's needed to.
 
 
{{skill icon|Healing Breeze}}
 
:Terrible health gain for too high a cost. Using it on a warrior depletes about 1/3 to 1/2 of your energy and warriors have a small pool of energy to start with.
 
 
{{skill icon|Orison of Healing}}
 
:Extremely Small health gain ineffective without divine favor.
 
<hr>
 
 
==Equipment==
 
In PvE, using almost anything is acceptable. Radiant Insignias are fine, as are -5 physical damage 20% chance shields.
 

Revision as of 11:49, February 24, 2009


Profession guides
Warrior-icon-smallWarrior Ranger-icon-smallRanger Monk-icon-smallMonk Necromancer-icon-smallNecromancer Mesmer-icon-smallMesmer Elementalist-icon-smallElementalist Assassin-icon-smallAssassin Ritualist-icon-smallRitualist Paragon-icon-smallParagon Dervish-icon-smallDervish
Profession Warriors

The Warrior profession specializes in melee damage, so normally forms the frontline of many (if not most) teams. Their roles usually encompass using either swords, axes, or hammers to produce pressure through conditions, damage, interrupts, and knockdowns. Their armor does not provide any additional energy regeneration so many of their attack skills use the adrenaline mechanic, which cost no energy but need to be "charged" through attacking.

Warrior armor has a maximum armor rating of 80 and provides an additional 20 armor against physical damage. Warriors can also wear a shield when using one-handed weapons. These provide a maximum bonus of 16 armor but require investment in either Strength or Tactics for the full bonus.

Primary Weapons

Warriors have access to three weapon types. Each of these weapons has the property that if they strike a moving opponent in the back, it will always be a critical hit.

Swords are one-handed weapons with a maximum range of 15 to 22 slashing damage and an attack rate of 1.33 seconds.

Axes are one-handed weapons with a maximum range of 6 to 28 slashing or piercing damage and an attack rate of 1.33 seconds.

Hammers are two-handed weapons with a maximum range of 19 to 35 blunt damage and an attack rate of 1.75 seconds.

Primary Attribute: Strength

"When you use attack skills, each point of Strength gives you 1% armor penetration."

For each point of strength, attack skills used by a warrior get a 1% armor penetration bonus. This does not apply to autoattacks or other types of skills. This attribute contains many key offensive skills such as Bull's Strike and Primal Rage and is essential for meeting the requirements of some shields.

Attributes

Swordsmanship

"Swordsmanship increases the damage you do with swords and your chance to inflict a critical hit when using a sword. Many skills, especially sword attack skills, become more effective with higher Swordsmanship."

Swordmanship focuses mainly on Sword Attack skills, many of which revolve around inflicting conditions. Popular skills from this line are Sever Artery, Gash, Hundred Blades, and Sun and Moon Slash.

Axe Mastery

"Axe Mastery increases the damage you do with axes and your chance to inflict a critical hit when using an axe. Many skills, especially axe attack skills, become more effective with higher Axe Mastery."

Axe Mastery focuses mainly on Axe Attack skills, many of which are damage oriented. Popular skills from this line are Dismember, Agonizing Chop, and Eviscerate.

Hammer Mastery

"Hammer Mastery increases the damage you do with hammers and your chance to inflict a critical hit when using a hammer. Many skills, especially hammer attacks skills, become more effective with higher Hammer Mastery."

Hammer Mastery focuses mainly on Hammer Attack skills, which focus on knocking down opponents and applying conditions to knocked down foes. Popular skills from this line are Crushing Blow, Hammer Bash, Earth Shaker, and Devastating Hammer.

Tactics

"No inherent effect. Many skills, especially defensive skills and skills that aid your allies, become more effective with higher Tactics."

Tactics focuses mainly on defensive skills, shouts, and stances. Since most warriors are expected to be offensive while supported by a backline, this attribute is largely unfavored and sees little play.

Common Warrior Builds

PvP

  • PvP Build 1 with a short description
  • PvP Build 2 with a short description
  • PvP Build 3 with a short description

PvE

  • PvE Build 1 with a short description
  • PvE Build 2 with a short description
  • PvE Build 3 with a short description
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