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 Warrior Guide

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Hailey
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Hailey


Posts : 46
Join date : 2013-01-20
Age : 31

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PostSubject: Warrior Guide   Warrior Guide EmptyThu Jan 24, 2013 2:42 pm

Warrior Description:

Is the Warrior the class for you? :
Before you pick a Warrior as the class you want to play, you should ask yourself the following question: Can you handle the hardest class in TERA?

This is not a joke, the revised difficulty chart for TERA has Warriors listed at 5 stars, the only class in the game to be listed that high.

The description is also spot-on when it mention that you can tank but that is hard to do so; a lot of the Warrior's current reputation as a sucky class comes from players that did not heed that warning and failed at playing a Warrior properly.

If this does not steer you away from the class, then feel free to read on, you are putting your reputation as a good player on the line with this class but should you succeed you will be amongst the few that can be called the "good" warriors and the pride from achieving what others thought hard or impossible should be reward enough.

If you are looking for an easy and rewarding class... go elsewhere.

Warrior: Tank or DPS? :
This is a question that's asked around on this forum more than anything:

We are a hybrid class; our DPS is very good when glyphed for it and is competitive with DPS classes at max level. We can also tank but we are really not competitive with Lancers.

NOTE: Before max level your DPS will be low to average depending on levels so this class can be considered a late bloomer.

We are given the basic tools to do both jobs but lack the extra stuff that makes the pure classes great: For DPS we lack the massive 1 hit damage that some classes can produce and for tanking we lack the stability and damage prevention of a Lancer tank; making the fight a lot more mobile and harder to heal.

The damage gap with other DPS classes is low in the sub 20 lvls but as you gain more levels you will start to see other classes pull ahead in damage. You will catch up some at lvl 28 once you get blade draw but it will once again fall in the 40's. This is due in part by Warrior weapons having less power than DPS class weapons and further exaggerated due to the Crystal system allowing Critical hit multiplications (up to ~10x times with the proper conditions) this makes a 80k damage base hits into 800k crit! Once you get gear however you can catch up to DPS classes;

WARRIORS SCALE EXTREMLY WELL WITH GEAR

So Lancers are the better tank?

While I have yet to fail at tanking any content the game has to offer, Lancers can do it all and make it a lot easier on them and their party. Given a choice of a Warrior or Lancer of equal skill a party will almost always choose the Lancer. Lancers are also a lot easier to play well so finding a lancer usually means that it will do its job properly, something that is not always the case with warriors.

Are Warriors bad tanks? Not entirely, but they have some flaws in the tanking department:

1 - Because we have to dodge in order to survive instead of blocking we tend to make monsters move; this makes it so the DPS have to work harder to get their good back hits and makes it a lot riskier on everyone else too. A good warrior can prevent a BAM from moving but that requires a lot of skill and prior knowledge of the fight. Healers also have to work harder in order to keep up with your location so they can heal you. Some bosses also have attacks that a warrior cannot fully dodge due to their size, reach or repeated hits; a lancer can hold his block through the entire attack while the warrior has to run out pre-emptively or get hit.

2 - Lancers can hit their block and maintain it for as long as they want (yes, I know they would lose aggro if they did it all the time but at least you can play it safe). For a Warrior you have to time your avoidance perfectly so when the timing of attacks shifts on a boss (let say enraged) you have to account for that on the fly; you cannot play it safe and react, you have to predict attacks in a split second all the time. This can be fairly easy for a short period of time but try remaining super focused for a 15 minute boss fight. You also get a 5 sec cool down on your dodge compare to their 1 sec block cool down so you can’t recover from a failed dodge.

3 - Lastly in the interrupt department we are completely outmatched, Lancers get three ranged ones and two melee ones Vs our 3 melee interrupts.

Those key differences are some of the reasons why Lancers are the preferred tank. A positive side effect is that Warrior tanking gear is cheap because of the lack of competition!

Last thing; at 60, Warriors have around the same HP as Lancers and more or less Defence depending if you have glyphed for tanking or not. This means that as far as getting hit you tend to take less damage per hit than as a Lancer. They, however, tend to take a lot less damage overall.

What about PvP?

So we are a sub-par tank, we do ok DPS but not the big burst damage; you’d think we are bad at PvP… WRONG!

Warriors are walking nightmare for casters of all sorts, we bring 5 stuns to the table, a super fast attack rate, high mobility and a snares. Simply put if we drop on anything but a Lancer he is locked down completely. Sadly our PvP potential is bad at lower levels, you will need lvl 54 before you can realize your full potential as a PvP class.

While we might not always be enough on our own to finish a class; with proper assisting, a warrior can keep a target interupted long enough for any DPS class to line up devastating attacks. Also since we are a tank by design we are pretty hard to take down; this means most groups never go for the warrior first.

One vs One we do ok, you will usually lose to Lanccers (everyone does vs a good one) and sometimes Slayer/Archers (most classes do) but all other classes are fair game. Slayers are probably our hardest “fair” fight, they have almost as much mobility and stuns as we do but they hit a lot harder than we do.

Conclusion: we are a good PvE class, great PvP class and sub-par tank.
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Hailey
P O P O Momma
P O P O Momma
Hailey


Posts : 46
Join date : 2013-01-20
Age : 31

Warrior Guide Empty
PostSubject: Re: Warrior Guide   Warrior Guide EmptyThu Jan 24, 2013 2:44 pm

Abilities:

We start the game with 2 skills and will gain an additional 26 skills over 60 levels. This is a bit on the low side for an MMO but on par with most classes in Tera (Most skills is Mystic with 28). We also get 55 Glyphs spread over all skills and 50 glyph points at lvl 60

Our skill distribution is as follow:
12 Damage Skills – Combo Attack, Rain of Blows, Poison Blade, Combative Strike, Rising Fury, Vortex Slash, Pounce, Traverse Cut, Blade Draw, Leaping Strike, Rupture, Cascade of Stuns and Scythe
2 Taunts - Torrent of Blows and Battle Cry
6 Tanking Skills - Parry, Shadow Dodge, Retaliate, Death from Above, Evasive Roll and Staggering Counter
2 Movement Skills - Charging Slash and Back-stab
2 Stances - Assault Stance and Defensive Stance
3 Utility skills – Smoke Aggressor, Deadly Gamble and Mangle

Colour Codes:

Green - Awesome Ability/Glyph
Dark Green - Good Ability/Glyph
White - Average Ability/Glyph
Yellow - Poor Ability/Glyph
Red - Terrible Ability/Glyph

(x) Level - Skill Name - Description
[x] Glyph Cost - Effect - Description
* Indicates that this is a Master Glyph. Its effects are acquired from the Training Camp dungeon; it is not available on the basic trainer.




(Note: This is a prototype video; let me know what you guys think and I will adapt it)


Skills and Glyphs:


Warrior Guide Combo%20Attack(1) Combo Attack Instant | MP N/A |Cool-down None | Power 277 305 334 571

This is your basic attack: On par with most melee classes, it deals low damage slightly increasing over 4 swings (7 hits in total). It gives you MP back so you will be using this quite often. Our version of the basic attack also has the advantage of a lot of hits so weapons with on hit effects get a higher chance of going off.


[5] Glyph of Threat - 5% more threat per hit - Useless! Especially for 5 points
[3 or 2*] Glyph of Spirit - 35% more MP back per hit - Unless you are always in a party running some sort of MP regen this is pretty much a mandatory Glyph.
[5] Glyph of Fainting - 5% chance per hit to stun for 2 sec - While the chances might seem low on paper, we attack very fast so this goes off a lot



Warrior Guide Emergency%20Evasion(1) Evasive Roll Instant | ST 500 | Cool-down N/A

Your main survival skill, this is a directional dodge, allowing you to avoid attacks in any direction you chose and be invulnerable for ~.5sec at the cost to 500 ST. Main issues with the skill is it doesn't dodge far, so vs very large bosses you have to time the .5 sec invulnerability with the attack or get hit anyway. It will also do nothing vs multiple attacks if you are still within the attack's range.


[4 or 3*] Glyph of Persistence - Reduce ST cost by 100 - A great tanking choice, this will let you dodge 3 times in a row on a full ST bar.
[4] Glyph of Dexterity - 30% chance to increase Atk speed by 15% for 10 sec - This is an ok glyph the chances are low but 15% is noticeable especially if you already are over 20%.
[4] Glyph of Inspiration [Poison Blade] - Regain 3% of max HP if you use Poison Blade in the next 8 secs - Poison Blade sucks by itself so I would usually never recommend that Glyph; however, it is useful when soloing BAMs as a extra recovery method.



Warrior Guide Blustering%20Strike(2) Rain of Blows Instant | MP 350 | Cool-down 7 sec | Power 1736 (divided in 7 hits)

This is one of our best damage move; a 7 hit attack combo with decent damage. The mana cost is high so keep that in mind while tanking; nothing worse than missing a dodge because you were out of MP. As a bonus you take 30% less damage while performing this skill. Note: Using Combative Strike prior to this skill will cause Rain of Blows to go deliver its 7 hits 50% faster.


[6 or 5*] Glyph of Power - 25% Additional Damage - This is one of our highest damage move so if you're going to glyph for damage you cannot go wrong here.
[5 or 4*] Glyph of the Sanative - Restores 0.5 life per hit - This gives you 3.5% of your max hp back when you connect with all 7 hits of this skill; at max level this is around 2k HP. It will fail to keep you alive while tanking and is all but useless if you group with healers but does wonders when soloing.



Warrior Guide Tornado(4) Vortex Slash Instant | MP 230 | Cool-down 7 sec | Power 1139

Usable only after Evasive Roll, this skill does decent damage all around you. It’s a proper damage skill when used in the right circumstances but a newbie trap while tanking because it stops you in your tracks for a good 1.5 sec while you spin; usually a really bad idea after evading a hit.


[5]Glyph of Power - 25% Additional Damage – Adds a decent chunk of damage but for 5 point on a trigger skill it’s hard to justify the 5 point cost.
[4]Glyph of Persistence - 30% Chance to reset cool down – If you’re going for a max DPS set-up you can grab this along with the extra damage glyph otherwise don’t bother.



Warrior Guide Courageous%20Blow(6) Combative Strike Instant | MP 3824 HP | Cool-down 3 sec | Power 933

A forward stab that cost you HP instead of MP to deal damage. It also adds a 15 sec 4.5% endurance(defence) reduction to the target. This is one of those skills that you get too early in the game to really appreciate. Under lvl 20 you will not really have the HP regen nor will a 4.5% endurance debuff be noticeable. At high level this skill gets used all the time because it speeds up Rain of Blows, cost no MP and makes all attacks do more damage to the target. Note: Lancers get an equivalent skill; 3% stacks 3 times for 9% max, if you are grouped with one, you will not be able to overwrite even if it is only a single stack. (Theirs is better after 2 stacks anyway).


[3 or 2*]Glyph of the Sanative - Cost 50% less HP - This should be one your first Glyph and be included in any setup where you are not always grouped with a healer.
[5] Glyph of Powerlink [Rising Fury] - 20% more damage to Rising Fury for 8 sec - Gives your Rising Fury a little more Oomph; ok while grinding in the 30-50's but kind of useless otherwise.
[2] Glyph of Lingering - Makes the endurance debuff last an extra 7.5 secs – This is not that great; you use Combative Strike so often that you do not need this. It can be useful in certain situations where you have to spend extended periods away from the enemy.
[3 or 2*] Glyph of Powerlink [Leaping Strike] - 35% or 45%* more damage to the next Leaping Strike within 8 sec – If you group mainly with berserkers and slayers then this can be a nice DPS boost, otherwise you, on your own, will almost never knock-down targets.



Warrior Guide Strong%20Flurry(Cool Rising Fury Instant | MP 100 + 100 | Cool-down 4.5 sec | Power 474 680

This quick 2 hit with an optional third hit ability (press a second time) deals damage and adds a little extra damage based on how much HP we are missing. This skill also makes you move around forward with every hit; so with a little practice you can side step with the 1-2 and then 3rd hit at the back of the target. As a bonus you take 20% less damage while performing this move.


[5]Glyph of Persistence - 25% chance to reset cool down - Not worth it; You have other abilities that deal more damage to fill the gaps between each cool-down.
[5]Glyph of Numbing - 10% chance to reduce attack speed by 30% for 7 sec - If this was a 25% chance or higher then this would be a great tanking ability but at 10% this is just too low and the duration is too short. Something to get only if you have a tanking build with leftover points



Warrior Guide Will%20of%20Iron(10) Defensive Stance On/Off | ST 1000 | Duration On/Off

The Warrior tanking toggle. It starts as a toggle on/off 15% extra endurance, 20 balance and 30% more threat. However, once you hit lvl 30 you get the 2nd rank of this skill giving 20% endurance, 55% threat and 20 Balance. At that point it becomes a great defense boost that will scale very well with better gear. Add in the 20% glyph and you now have more def than a Lancer!


[6 or 5*]Glyph of Grounding - Adds an extra 20% endurance(40% total) - If you are going to tank real content this should always be included.


Warrior Guide Will%20of%20Menace(10) Assault Stance On/Off | ST 1000 | Duration On/Off

The Warrior DPS toggle; this ability gives you 36% more strength and 30 Critical rating at the cost of 15% less endurance. At level 30 you get rank 2 and those values change to for 48% Strength -20% endurance and 40 critical rating. This skill is the single highest damage boost they have given Warriors. If you want to DPS always toggle that skill on.


[x] No Glyphs


Warrior Guide Soaring%20Strike(12) Retaliate Instant | MP 0 | Cool-down 15 sec | Power 775

A Skill that everyone gets; this props you back up instantly when knocked down and deals some AoE damage with a good knock-down chance.


[2] Glyph of Influence [Leaping Strike] - Reduce Leaping Strike MP cost by 75 for 8 sec - This skill has our highest knock-down potential so it makes sense to link it with Leaping Strike but 75 MP reduction is a serious waste of Glyph points.
[4] Glyph of Energy - 20% cool down reduction - If you are serious about tanking then use this; knock downs are the number one way you will die vs bosses so being able to get up more often might just save your life.
[3] Glyph of Power - 25% more damage - This is not a high damage skill; making this a waste of points



Warrior Guide Stunning%20Roar(14) Battle Cry Cast 1.1 sec | MP 0 | Cool-down 30 sec | Duration 3 sec

This skill is an AoE 7m large 2 sec Stun and Taunt on a 30 sec cool down; the 1.1 sec cast time can be a ***** but this is great for pvp and pve.


[4]Glyph of Energy - 20% cool down reduction - For PvP this is gold and for PvE tanking if you have leftover points I would go for it.
[2] Glyph of Penetration - 10% more chances of stun - This is not a great glyph but at 2 points its priced right; I use it often as a leftover point glyph on tanking builds.
[6] Swift Glyph - 50% faster cast speed - 0.55 sec instead of 1.1 makes a difference; for PvP it’s a necessary evil but for PvE you cannot really justify the massive 6 point cost.
[3] Glyph of Threat - 20% more threat - This skill's threat is fine as is so you do not really need this.



Warrior Guide Parry(14) Cross Parry Instant | ST 50/sec | DEF Stance

Basically its our version of block; its as effective as the lancer's block but we cannot abuse it as much due to having limited stamina. No cool down, but it consumes 50 stamina/sec if you hold it and a set amount depending on how much damage you blocked. This ability requires defensive stance.

[4] Glyph of the Pump - 30% chance that when you parry your power is increased by 15% for 10 sec - Great glyph if you intend to tank helps with agro as well.

Warrior Guide Shadow%20Clone(18) Smoke Aggressor Cast 1.4 sec | MP 200 + 20% HP | Cool-down 50 sec

One of our utility skills; this eats up some MP and 20% of your current HP to spawn a shadow of you with 7.5 times the HP you had at the time of casting. It will agro everything around and tank it for up to 20 sec (does almost no dmg). If you are doing mass AoE pulls this can really grab a lot of mobs in a pinch. Other uses are getting a boss of you long enough for a rez or to drop combat and bandage. Certain bosses will rip it apart in seconds so do use with caution.

***We also get 2 new skills along with the Smoke Aggressor, one is an Attack command the other is a Disengage command. Those 2 skills let you direct the clone to attack specific targets or stop attacking, giving you a measure of control on what your Smoke Aggressor can do.


[4] Glyph of Energy - 20% or 25%* cool down reduction - When this was on a 2 min CD this was decent but on a 50 sec CD, this is really not needed.


Warrior Guide Dual%20Sword%20Dance(18) Torrent of Blows Instant | MP 300 | Cool-down 7 sec | Power 541

Your general purpose AoE taunt; this slashes everything around you for moderate damage twice and generates a lot of threat. MP cost is high so I would advise against spamming it unless needed. As a bonus you take 50% less damage while performing this move.


[6]Glyph of Threat - 20% more Threat - If your weapon lacks +threat modifiers it might be wise to get this with a high damage party. It also help to compensate a little if you try to maintain agro outside of Defensive Stance.
[3] Glyph of Influence [Rain of Blows] - 88 less MP on your next Rain of Blows - No synergy there, there is no reason to use rain of blows after Torrent of Blows.
[6] Glyph of Numbing - 25% chance to root for 4 sec - Great in PvP, ok as a Tanking add-on but not a priority



Warrior Guide Shadowdodge(18) Smoke Flanker Instant | ST 300 | Cool-down 2 min | Power 945

A skill chained after a Parry; this ability has a 15 m range, it will stun your enemy shortly, teleport you to its back and leave a 10 sec Shadow double that will tank for you (at your current agro level). The shadow differs from the Smoke aggressor largely because that one can parry attacks so it will usually last its full 10 sec. A great skill but the cooldown and stance requirement means its situational.

[6] Glyph of Threat - The shadow will have 20% more threat - Bad glyph especially at 6 points on a long CD.


Warrior Guide Rupture(18) Reaping Slash Instant | MP 250 | Cool-down 20 sec | Power 265

A new finisher ability; this ability deals damage based on how much edge you have and debuffs the target for 15 sec (+3 sec per edge point spent) so that it takes 25% more damage from Scythe. The damage at 10 edge point is just over Blade Draw but the debuff will be useless until you hit lvl 60; even then it will be situational due to both ability using the same limited resource. This skill requires Assault Stance

[5] Glyph of Power - Increase the damage by 25% - If you are a DPS warrior grab this, otherwise pass.

Warrior Guide Venomous%20Blow(22) Poison Blade Instant | MP 200 | Cool-down 7 sec | Power 181 (Without the DoT)

This skill is a frontal stab that adds a 10 sec damage over time effect every 2 sec for 5 ticks total to your target. If your gear is not great the dot damage will seems nice but since all DoT's in the game do not scale at all this skill will get progressively worst as your gear improves. (max damage is 1428 a /tick)


[6]Glyph of Virulence - Adds 15% more DoT damage - Max DoT damage at 58 is ~1428x5.. 6 points to barely add 1000 damage is awful.
[2*]Glyph of ???????? - Poison can stack twice - Even at 2 points this is not great; only get this if you have a perfect rotation that involves Poison Blade.



Warrior Guide Bite(22) Pounce Instant | MP 200 | Cool-down 10 sec | Power 999

New DPS move added on 8-10-2011: This is a short range leap attack with good damage and a 50% movement 4 sec speed reduction effect. The skill is good; it adds a little mobility because of the leap and it is one of the 2 primers to use before Traverse Cut. You also take 50% less damage while performing this leap making this an awesome skill. The skill also speeds up Rain of Blows by 50%.


[3 or 2*]Swift Glyph - 30% faster execution - This makes the rather slow leap noticeably faster; awesome in PvP and not too bad in PvE.
[2]Glyph of Energy - 20% cool-down reduction - Brings the cool down from 10 sec to 8, not really great but at 2 points its priced right.



Warrior Guide Smash(24) Leaping Strike Instant | MP 300 | Cool-down 7 sec | Power 203 (1015 on KD)

This launches you in the air as you try to stab at your target. Damage is multiplied by 5 if the target is knocked down. Our version is hard to land because it has a smaller radius than classes with larger weapons like the Slayer and Berserker; you will have to account for this difficulty when trying to land this skill. This skill can become a good source of damage when grouped with Slayers and Berserker but on its own we rarely knock down opponents. Note: all melee DPS Classes get a skill like this one.


[5]Glyph of Power - 25% more damage - This, potentially, is a high damage skill but we hardly ever knock down so it is not good unless you are in a DPS role with a Slayer/Berserker.


Warrior Guide Elusive%20Strike(26) Death from Above Instant | MP 200 | Cool-down 10 sec | Power 517

Jump attack strait up in the air evading every hit for ~3 sec. This is our only dodge skill that still uses mana; although it comes in a bit late, it helps complete our evasion toolkit. This skill is all about timing since it will jump strait up and lands you right where you left, so time it right and you can avoid most multi attacks. This skill also seems to restore a good deal of ST


[3 or 2*]Glyph of Energy 30% cool down reduction - Must have Glyph for anything PvE and for 3 points this one is a steal. You can skip it for PvP.
[3] Glyph of Dexterity - 50% chance to increase attack speed by 15% for 10 sec - Great Glyph for both Tanking and DPS; the attack speed bonus is noticeable and if you work out Death from Above in your skill rotation you can expect a pretty good uptime.
[5*] Glyph of Protection* - Increase your Endurance by 25 for 8 sec - This basically gives you defensive stance for 8 sec (stacks with it too) a great mitigation boost and you can keep it up for as long as you want if you get the CD reduction glyph. Get it!



Warrior Guide Stab(28) Traverse Cut Instant | MP 220 | Cool-down 11 sec | Power 284

New DPS move added on 8-10-2011: This low damage attack stabs 3 times and adds a .85% (stacks with itself up to 13 times) endurance debuff to the enemy for 10 sec. However if you precede it with (22)Pounce or (6)Combative Strike it will stab a whooping 13 times! The debuff itself fully stacked (13 times) is a nice 11.05% endurance reduction and it stacks with The 4.5 from Combative Strike or the 9% from a Lancer's Debilitate giving anyone that hits the target a nice 15.55% or 20.05% damage boost.


[2]Glyph of Lingering - 50% longer debuff- This allow for the debuff to overlap letting you keep the armour debuff much longer, Great for tanking as well since it lets you focus on other things than refreshing a debuff every 12 sec.
[2] Glyph of Brilliance - Reduce MP cost by 75 - Another worthless MP Glyph but at least this one is cheap.



Warrior Guide Split(28) Blade Draw Instant | MP 320 | Cool-down 11 sec | Power 1978

New DPS move added on 8-10-2011: This is our highest damage attack. A forward 2 hit attack that deals heavy damage. This move is very slow but you can greatly speed up its execution by preceding it with any of the following skills: Traverse Cut, Vortex Slash, Charging Slash or the last hit of Rising Fury.


[4]Glyph of Power - 25% more damage - Do I really need to explain this?? High damage skill + More damage = Win.
[2] Glyph of Brilliance - Reduce MP cost by 80 - Another worthless MP Glyph but at least this one is cheap and the skill is expensive.
[4] Glyph of Persistence - 40% chance to reset skill cool-down - Normally I am not a fan of skill cool-down reset Glyph but on this one I make an exception. This does very high damage and they are multiple ways to prime it so not a bad choice for DPS
[3*] Glyph of ???????? - Adds 1 extra Edge on use - 2 Edge points per Blade Draw, sign me up! Seriously, if you have the 40% change to reset you must have this as well.



Warrior Guide Charge%20Slash(30) Charging Slash Instant | MP 240 | Cool-down 12 sec | Power 543

Finally, a charge skill; this move couldn't come sooner to help with mobility. This is a straight line dash followed by a single medium damage attack if you connect with a target. It’s a great way to get to or away from enemies. This ability generates Aggro.


[3]Glyph of Energy - 25% cool down reduction - Great for PvP to catch kiters, for pve this is not a priority
[3]Glyph of Influence [Poison Blade] 50 MP saved on Poison Blade - This is crap, lower MP on a bad skill that is not very expensive to begin with.
[4]Glyph of Powerlink [Combative Strike] 20% or 50%* damage bonus on your next Combative Strike within 8 sec - Helps when you are grinding trash, as a way to provide extra damage when starting the fight outside of that not really useful.



Warrior Guide Snap%20joints(32) Mangle On/Off | MP 10 every 2 sec | Duration On/Off

A Toggle skill that cost 10 MP/sec that gives a 25% movement snare to the 4th attack in your Combo Attack chain for 4 sec. This skill could use some improvement but if you have MP to spare activate it that for the odd snare here and there.


[x] No Glyphs


Warrior Guide Shadowstep(42) Backstab Instant | MP 300 | Cool-down 30 sec | Power 199

A 30 sec cool down Teleport in the back of the target and attack + stun 4 sec; one of our best moves, too bad it comes this late in our career. for PvE you can use it as a ghetto escape+stun. In PvP this is your opener of choice vs pretty much anything.


[3 or 2*]Glyph of Lingering - 50% longer stun - Must have; gives an extra 2 sec of stun (6 sec total) vs just about everything but Bosses (very high stun resist) and PvP (half stun duration).
[5]Glyph of Energy - 25% cool down reduction - For PvE no; for PvP try to work it in your build it helps a lot.
[4]Glyph of Persistence* - 30% chance to reset cool-down - For PvE no; for PvP, with a few reset, this can change the course of a fight.



Warrior Guide Deadly%20Will(48) Deadly Gamble Instant | MP 133 | Cool-down 180 sec (2 min) | Duration 20 sec

For 20 sec every 2 minutes you get 36 more critical rating at the cost of 30 less critical resistance. This is not too bad as it lets us get a decent chance of crit to help with DPS but the long cool down and relatively weak effect + drawback prevent this skill from shining.


[4] Glyph of Energy - 25% lower cool down - This skill is not good enough to waste Glyph points on it.


Warrior Guide Counter%20Spin(54) Staggering Counter Instant | MP 250 | Cool-down 15 sec | Power 788

This skill is only triggered when we get hit; for 3 sec we can counter with an attack that does high damage, stuns for 3 sec and spins the target so his back is facing you. In short this is just plain awesome and helps stop boss attacks.


[5] Glyph of Lingering - 50% longer stun - A great glyph but costly for only 1.5 sec extra stun time.
[4] Glyph of Persistence - 20% or 35%* chance to reset cool down - Maybe it’s just me but I am not a fan of cool down resets, they are not reliable so you can't prepare for them and put them in your normal rotations.
[3] Glyph of Power - 25% more damage - This skill does ok damage so if you are glyphing for damage this is not a bad choice.



Warrior Guide Cut%20Slash(58) Cascade of Stuns Instant | MP 350 | Cool-down 30 sec | Power 1314

This skill slashes a large cone shaped area in front of you dealing high damage; if one of the target it hits was already stunned then every target hit will suffer a 4 sec stun. Overall a very good skill completing our stun arsenal; absolutely deadly in PvP


[3] Glyph of Influence [Rain of Blows] - 88 less MP on Rain of Blows - We do not need MP glyphs, plain and simple.
[4] Glyph of Powerlink [Rain of Blows] - 20% more damage to your next Rain of Blows within 8 sec - Well it adds damage to a high damage attack but only once every 30 sec so this is not great.
[4] Glyph of Brilliance - Skill cost 88 less MP - Sometimes I think the developers lack imagination, plain bad.
[4] Glyph of Persistence - 30% chance to reset cool down - Its unreliable and I do hate unreliable skills but in PvP a chance to re-stun everyone is golden (I have kept people stun-locked entire fights with this at times).
[4] Glyph of Power* - 25% more damage - This is not that great considering the long cool-down.
[3] Glyph of Lingering - 25% longer stun duration - While only 25% longer, this skill can hit a large area if you do it right and a longer AoE stun is really good.



Warrior Guide Windsplit(60) Scythe Instant | MP 219 | Cool-down 12 sec | Power 226

This new skill makes you advance and spin while slashing everything around you 3 times. The damage is quite low but if you build up the stack system to 5 or 10 the last hit of this skill will hit for 5 times to 10 times the damage. Overall this skill is ok but really not that great considering how long it takes to build 10 stacks. You will probably only use this on BAMs as anything else dies way before 10 stacks. Full charged with buffs this skill scales very well, giving you a decent burst of damage every 10-20 secs.


[6] Glyph of Carving - Double Critical Chances - An amazing glyph on an average skill; if you are always running dungeons in DPS mode grab this otherwise pass.
[5*] Glyph of Power - 25% more Damage - New Glyph from SP (QoA2) For PvE DPS you can't go wrong here especially with the new Scythe damage boost.
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Hailey
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Join date : 2013-01-20
Age : 31

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PostSubject: Re: Warrior Guide   Warrior Guide EmptyThu Jan 24, 2013 2:58 pm

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