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Wiki Classes Warrior

Warrior

A frontline weapon-master who tanks through shields and taunts, buffs the party with battlefield shouts, and finishes fights with rage-fuelled bursts.

The Warrior is the most straightforward class in Rogue, and that is its strength. You pick a weapon, you walk to the front, and you hit things until they stop moving. There is no cast time to protect, no pet to babysit and no resource to build up before you are allowed to be useful. What separates a good warrior from a bad one is knowing which of your many short cooldowns to press, and when to stop pressing them and hold the line instead.

In a group the warrior is the tank and the shout-caller. taunt pins every hostile in the room onto you, shieldwall and guard keep you and your allies standing, and the Warcry line turns your voice into a party-wide buff engine. Solo, the class leans on its weapon-specific strikes, its sharpening buffs and its berserk finishers. Warriors are also the only class with three weapon-type strikes gated on what they are holding, so what you wield genuinely changes how you play.

Resources#

The warrior spends SP on almost everything. A handful of abilities take EP (stamina) instead, notably carry and shove. Both pools regenerate on their own and refill faster while resting.

The class resource is Adrenaline, a 0 to 100 bar shown by the hp display and on the client's class panel. You do not spend Adrenaline on most abilities, and there is no way to buy it. It builds passively while you fight and drains away when you stop.

Adrenaline Behaviour
Gain 4 points per combat round, automatically, while in combat
Cap 100
Decay Roughly a tenth of the current bar per tick once out of combat
Spent by berserk (100, the full bar), bladestorm (10 per tick)

The practical consequence is that Adrenaline is a reward for staying in long fights. A warrior who chain-pulls small mobs will rarely see a full bar, whereas a warrior grinding through a boss will have berserk ready for the kill. bladestorm ends early if the bar runs dry mid-spin, so do not open with it on a low bar.

You also have two systems shared with other classes. Combat styles are unlocked through the Fury tree and switched with style: Aggressive at level 15 trades defence for damage, Berserker at level 30 does the same far more aggressively. Passives are equipped with passives, two at a time, and only the equipped ones fire. Finally, talents gives you one talent point every ten levels, up to ten, which you invest into a talent tree with talents spend <tree>.

Talent Trees#

Arms#

The warrior's damage core and by far the largest tree. It holds the three weapon-gated strikes (cleave for cutting weapons, crush for blunt, skewer for thrusting), the sharpening line that buffs your weapon until you next rest, the armour-ignoring and execute finishers, and the weapon specialisation passives. If you only ever look at one tree, look at this one.

Fury#

Rage and berserk. This is where the two combat styles are unlocked, along with battlerage, berserkerrage and the two Adrenaline spenders. Everything here trades defence for damage, so Fury tools are best used when someone else is holding aggro or when the fight is nearly over.

Bulwark#

Personal survival and looking after other people. shieldwall is the emergency button, guard redirects hits away from an ally and onto you, carry moves a downed friend, and squire summons a companion who gears up and fights alongside you.

Protection#

Threat. It contains one skill, and that skill is taunt, the warrior's primary aggro tool. Small tree, enormous importance.

Warcry#

Group shouts, all of which need a party of two or more to fire. Each one costs a small amount of SP and buffs the whole party for 60 seconds on a short shared-feeling 30 second cooldown, so a warrior with the full line can keep several running at once. This is what makes warriors worth bringing to a group even when someone else is tanking.

Defense#

Equippable defensive passives: flat mitigation, block and parry chance, and a last-stand survival trigger. Remember you can only run two passives at a time across every tree.

Shield Defense#

Zone control with a raised shield. One skill, block, which plants you in an exit and stops anyone passing through it.

Battle Tactics#

Foe analysis. study marks a target so that it takes more damage from you, and is shared with several other classes.

Skills#

Passive rows show the level at which passives equip will accept them, which is the level that actually matters.

Arms#

Level Skill Type Cost Cooldown Effect
1 Charge Combat 20 SP 45s Close the distance for BLUNT damage and a 2 second knockdown.
3 Behead Utility - - Take a corpse's head as a trophy, preventing resurrection.
6 Skewer Combat 20 SP 30s Heavy thrust; requires a thrusting weapon.
8 Crush Combat 20 SP 30s Bone-shattering blow; requires a blunt weapon.
10 Cleave Combat 20 SP 30s Deep cutting swing; requires a cutting weapon.
17 Rend Combat 12 SP 6s Ongoing PIERCING bleed that stacks up to three times.
19 Shield Bash Combat 15 SP 20s BLUNT damage and a 3 second stun; requires a shield.
20 Two-Handed Master Passive - - More damage while wielding a two-handed weapon.
25 Sword Saint Passive - - More damage and crit chance while wielding a sword.
26 Oil Armor Utility 150 SP - Long out-of-combat ritual granting physical damage reduction for 10 minutes.
30 Axe Lord Passive - - Axe attacks apply a small bleeding wound.
34 Endure Combat 20 + level SP 30s Immunity to stuns, roots and fears for 6 seconds.
35 Weapon Mastery Utility - - Permanently specialise in one weapon type at a trainer for bonus damage.
35 Spear Specialist Passive - - More damage and reach while wielding a spear.
39 Grip Utility 150 SP 1h Long ritual that makes you undisarmable for 30 seconds.
41 Overpower Combat 18 SP 12s Crushing strike that ignores a large share of the target's armour.
43 Intimidate Combat 10 SP 1m Cow a target so it deals a quarter less damage for 10 seconds.
50 Warcry Buff 40 SP 3m Party damage buff for 15 seconds.
57 Shield Mastery (planned) Passive - - Block chance and AC while a shield is equipped.
59 Counter Attack (planned) Passive - - A Shield Mastery block triggers a free counter swing.
61 Critical Strike Combat 60 SP 1m Wind up a single precision blow for heavy scaling damage; requires a wielded weapon.
66 Execute Combat 30 SP 1m Massive damage to targets below a quarter health; the cooldown resets on a kill.
68 Sharpen Utility 100 SP - Long ritual for bonus weapon damage until you next rest.
72 Parry Combat 50 SP - Perfectly block the next two melee hits over 8 seconds.
75 Keen Sharpen Utility 200 SP 20m A stronger, slower sharpen that lasts until you next rest.
81 Colossus Smash Combat 80 SP 1m Heavy BLUNT damage and a 4 second armour shred.
94 Shove Combat 50 EP 3m Displace a target into a random direction without damaging it.
99 Razor Sharpen Utility 300 SP 1h The strongest sharpen, adding damage and a bleed chance until you rest.

Fury#

Level Skill Type Cost Cooldown Effect
12 Battle Rage Buff 20 SP 1m Enter a fury that raises your damage and builds rage on each hit until combat ends.
15 Aggressive Style Utility - - Unlocks style aggressive, trading defence for damage.
30 Berserker Style Utility - - Unlocks style berserker, a much steeper version of the same trade.
52 Berserker Rage Combat 35 SP 2m Big damage and reduced defence for 12 seconds, during which only attacks are usable.
86 Bladestorm Combat 50 SP + 10 Adrenaline per tick 1m 30s Spin in place, hitting every adjacent foe each second for 6 seconds.
95 Berserk Combat 100 SP + 100 Adrenaline 5m Spend the whole Adrenaline bar for a flurry of ten to twenty weapon strikes next round.

Bulwark#

Level Skill Type Cost Cooldown Effect
14 Shield Wall Combat 25 SP 45s Brace behind your shield for heavy damage reduction, but you cannot move for 6 seconds.
48 Carry Utility 20 EP 20s Hoist an ally and carry them in a direction.
92 Squire Utility 30 SP - Summon a squire companion that equips itself and fights beside you.
97 Guard Combat 5 SP per intercept - Redirect hits aimed at an ally onto yourself for 8 seconds.

Protection#

Level Skill Type Cost Cooldown Effect
21 Taunt Combat 5 SP 10s Force every hostile in the room to fixate on you.

Warcry#

Every shout in this tree requires a group of two or more.

Level Skill Type Cost Cooldown Effect
5 Watch Yourself! Buff 10 SP 30s Party damage reduction for 60 seconds.
16 Shields Up! Buff 15 SP 30s Party takes less ranged and magic damage for 60 seconds.
25 Go for the Eyes! Buff 20 SP 30s Party critical hit chance for 60 seconds.
30 Fear Me! Buff 25 SP 30s Enemies deal less damage for 60 seconds.
45 Captain's Voice Passive - - Your shouts also reach party members in nearby rooms.
45 Hold the Line! Buff 30 SP 30s Party immunity to stun and knockdown for 60 seconds.
54 None Shall Pass! Buff 30 SP 30s Enemies cannot flee for 60 seconds.
63 Rise Above! Buff 40 SP 30s Party absorb shield that scales with your level.
70 Break Their Ranks! Buff 40 SP 30s Party deals bonus damage to targets below half health for 60 seconds.
83 Never Surrender! Buff 50 SP 30s Party damage bonus that grows as health drops.
88 Save Yourselves! Buff 60 SP 30s The ultimate shout: the party takes half damage from all sources for 60 seconds.

Defense#

Level Skill Type Cost Cooldown Effect
15 Wall of Meat Passive - - Improved block and parry chance.
23 Iron Skin Passive - - Flat physical damage reduction at all times.
50 Last Stand Passive - - Below a tenth of your health, gain a short window of full immunity, once per fight.

Shield Defense#

Level Skill Type Cost Cooldown Effect
90 Block Utility - - Plant yourself in an exit with your shield raised so nobody can pass.

Battle Tactics#

Level Skill Type Cost Cooldown Effect
77 Study Foe Utility - - Mark a foe's weaknesses so it takes more damage from you for 60 seconds.

Playing a Warrior#

Your first ten levels are almost entirely charge into auto-attacks. Charge opens fights at range with a knockdown, which is worth more than the damage; the knocked-down target loses a round while you get free swings. Add the weapon strike that matches whatever you are actually carrying (cleave, crush or skewer) as soon as it unlocks, and take watchyourself seriously the moment you start grouping, since a 10 SP shout that buffs the whole party for a minute is the best return on SP in the game at that level.

The core rotation stays remarkably stable from level 20 onwards. Open with charge, apply rend and let the bleed stack to three, shieldbash when you need a stun or the target starts casting, and fill with your weapon strike whenever it is off cooldown. taunt goes on cooldown as soon as you have it and stays there for the rest of your career; if you are tanking, it is not optional. Save shieldwall for the moment you are about to be in real trouble rather than pressing it on cooldown, because the movement lock is a genuine cost. Once you have execute, watch enemy health bars: it hits far harder below the threshold and the cooldown resets on a kill, so a pull of several weak mobs can be chained through with it.

For priorities, put your talent points into Arms first, since it holds most of what you actually press. Weapon Mastery is worth doing early once you have settled on a weapon type, and the sharpening line is worth the long cast time because the buff persists until you rest. Only two passives can be equipped at once, so for most of the game the answer is Iron Skin plus whichever weapon passive matches your kit. Keep your gear repaired: worn armour and worn weapons both lose effectiveness as their condition drops, and a warrior notices that faster than anyone.

In a group you are the tank and the buff bot, in that order. Hold aggro with taunt, keep guard on whichever squishy ally keeps getting focused, and cycle the Warcry shouts between pulls so the party is always running two or three of them. holdtheline before a known stun-heavy boss and saveyourselves when the healer is in trouble are the two shouts most likely to save a run. If someone else is tanking, switch to style aggressive or style berserker, drop the defensive shouts in favour of gofortheeyes and breaktheirranks, and let the Adrenaline bar fill for a berserk finisher.