Warrior
From Duels Content
Paths > Path of the Sword > High Path of the Warrior
see also: Warrior Actions
Contents |
[edit] Tier I Openers
[edit] Arms
You have been trained in the principals of melee combat.
"Nothing is mightier than the sword." - High Warlord Gork Zessle, regarding pens.
- Does an additional 5% of your Strength in damage each time you hit, reduced by your opponent's Constitution.
- Does an additional 10% of your Strength in damage each time you hit, reduced by your opponent's Constitution.
- Does an additional 15% of your Strength in damage each time you hit, reduced by your opponent's Constitution.
- Does an additional 20% of your Strength in damage each time you hit, reduced by your opponent's Constitution.
- Does an additional 25% of your Strength in damage each time you hit, reduced by your opponent's Constitution.
[edit] Strategy
[edit] Items
A high Strength loadout will be able to maximize on the damage you hit with arms. Get 2 Maelstrom Furies and equip them for a huge strength bonus. Earth Crone's Kiss is also a useful item; it's termed as the mini Fury and adds a lot of strength as well. Remember that strength comes from various armor pieces as well and doesn't need to come from just your weapon(s) to produce substantial arms damage. Some players use a weak off hand weapon and wear more armor as the full arms damage is applied to both hands no matter the weapon.
[edit] Sledgehammer
Summoning all of your might, you grasp your weapon with both hands and bring it upon your opponent, cracking their armor in the process.
"GROK SMASH!" - Grok
Requires an Edged or Blunt Weapon.
- On attacks with main hand, adds 4% to Critical Strike chance and causes Critical strikes to subtract 3% from opponents armor if their Absorb is above 30%.
- On attacks with main hand, adds 8% to Critical Strike chance and causes Critical strikes to subtract 3% from opponents armor if their Absorb is above 30%.
- On attacks with main hand, adds 12% to Critical Strike chance and causes Critical strikes to subtract 3% from opponents armor if their Absorb is above 30%.
- On attacks with main hand, adds 16% to Critical Strike chance and causes Critical strikes to subtract 3% from opponents armor if their Absorb is above 30%.
- On attacks with main hand, adds 20% to Critical Strike chance and causes Critical strikes to subtract 3% from opponents armor if their Absorb is above 30%.
[edit] Information
Note the requirement. You must wield a sword, axe or mace weapon.
[edit] Strategy
[edit] Items
[edit] Low Stance
You are able to crouch low and still remain mobile, making a more difficult target.
"Now! Show me Tiger Stalks It's Prey!" - Ken Pai, Master of Phyrran Novices
- Adds 85%- your Absorb% divided by 6 to Absorb, Adds 3% to Dodge, Lasts Stamina/8 Turns
- Adds 85%- your Absorb% divided by 4.75 to Absorb, Adds 6% to Dodge, Lasts Stamina/8 Turns
- Adds 85%- your Absorb% divided by 3.5 to Absorb, Adds 9% to Dodge, Lasts Stamina/8 Turns
- Adds 85%- your Absorb% divided by 2.5 to Absorb, Adds 12% to Dodge, Lasts Stamina/8 Turns
- Adds 85%- your Absorb% divided by 2 to Absorb, Adds 15% to Dodge, Lasts Stamina/8 Turns
[edit] Strategy
Low Stance is a defensive opener, and can help you avoid damage in two ways. It can help lower the amount of physical damage done to you by increasing your absorb; and it can help you avoid melee damage from your opponent's weapons by increasing your dodge.
Low Stance can equally be used whether you dual wield or use a shield. Use a shield for an even more defensive build, while dual wield can help increase your damage output. Low stance doesn't add to your damage per se, so it is important to consider how you will damage your opponent enough to win the battle before low stance runs out. It is recommended to have at least 40 - 50% dodge before Low Stance is activated. Using a combination of items given below this can be achieved, sacrificing on other stats for dodge will be useful in the long run as Low Stance can last for a long time on a full Stamina Warrior.
[edit] Items
Some of the best dodge items are: Aanden Cape of Eluding, Khronish Reaver Boots, Khronish Reaver Belt, Preying Demon Kakazouri or Anchor of Tides. To make the low stance last longer, it is important to have items that can boost stamina as well.
[edit] Tier II Openers
[edit] Head Butt
The ever popular head-butt has been refined into an art by the Warriors.
"When I said 'Use you your head', that wasn't exactly what I meant." - Ken Pai, Master of Phyrran Novices
1. Throws your opponent off balance for a # of Turns equal to their Armor divided by your Level times 19, causing them to lose 1 attack if they fail to Resist and you to gain 1 attack.
2. Throws your opponent off balance for a # of Turns equal to their Armor divided by your Level times 11, causing them to lose 1 attack if they fail to Resist and you to gain 1 attack.
3. Throws your opponent off balance for a # of Turns equal to their Armor divided by your Level times 7, causing them to lose 1 attack if they fail to Resist and you to gain 1 attack.
4. Throws your opponent off balance for a # of Turns equal to their Armor divided by your Level times 5, causing them to lose 1 attack if they fail to Resist and you to gain 1 attack.
5. Throws your opponent off balance for a # of Turns equal to their Armor divided by your Level times 4, causing them to lose 1 attack if they fail to Resist and you to gain 1 attack.
[edit] Strategy
Headbutt is used to gain an advantage against opponents using a shield, or openers based on dealing damage by hitting. Most Warriors with Headbutt Dual-Wield to maximize their damage output, as well as stacking Perception, Speed and Strength, so that they can kill the opponent before Headbutt wears off.
Suggested Equipment:
Tong Lo's Royal Scepter
Tong Lo's Katana
Tong Lo's Drunken Sode
[edit] Iron Man
"Now you die, fiend- >KLANG< - OW!" - Klink Truespirit's final words.
Must have an Armor Class of 1000 or higher.
- Reduce Critical and Extreme damage by 6%. 3% chance of reflecting damage back on attacker.
- Reduce Critical and Extreme damage by 12%. 6% chance of reflecting damage back on attacker.
- Reduce Critical and Extreme damage by 18%. 9% chance of reflecting damage back on attacker.
- Reduce Critical and Extreme damage by 24%. 12% chance of reflecting damage back on attacker.
- Reduce Critical and Extreme damage by 30%. 15% chance of reflecting damage back on attacker.
NOTE: The "damage" reflected is Critical and/or Extreme damage only.
[edit] Information
First, note the requirement: your armor class must be at least 1000 or higher! The check for Iron Man happens when the duel begins and will not stop working if your armor class drops below 1000 during the duel. You can use a shield or another weapon with Iron Man, but a shield is much more effective. Extreme hits count as critical hits with Iron Man.
The general idea of Iron Man is that you must load up on your armor class and will therefore be more difficult to harm. It's a hybrid offense/defense opener. Iron Man acts like a solid, impenetrable tank that, when hit, tends to send the opponent's weapon bouncing back into their face. Remember that only an opponent's critical/extreme hits trigger the reflected damage and there is still only a 15% chance (at level 5/5) they get reflected at all. Therefore, it's extremely useful against opponents who rely on a high number of critical hits: you reduce all critical/extreme hit damage by 30% and they have a chance of bouncing back and hurting the opponent. Iron Man tends to be effective against certain Assassins and Mages but can be quite effective against other Warriors.
[edit] Strategy
When using Iron Man, it's very important to do your research on your opponent. Will they try to land a lot of critical hits on you? If not, it might not be worth it. Also, keep in mind that unless your opponent is going to hit you, it makes little sense to use Iron Man so stay away from a high dodge % loadout! Forget about speed and focus on your armor class, stamina, and base damage from your weapons. There are a lot of opponents that use more defensive builds so battles might get drawn out. Prepare your loadout for this and make sure your actions for the first 10 rounds set you up for potentially long battle. Actions like First Aid, Talisman of Shielding, and Healing Potion can help your longevity. Berserk, Concentration, Bash, and Double Swing can be essential, depending on if you're using two weapons or a shield. For the opponents that come at you full hog, you might not be able to deal as much damage to them quickly enough so your goal is to survive. Be careful when using a shield since blocking a high number of attacks also means less chance that they'll get reflected onto your opponent. The good news is that Warriors who use Shieldbreaker and Unbalancing Strike against you will still have to deal with Iron Man!
[edit] Items
Use armor pieces that max out your armor class and load up on stamina. It's fairly important that your weapon(s) have a high base damage. Various other items can be helpful for more creative builds such as high crit %. Stay away from speed (dodge), though it's not mandatory.
[edit] Barbarian Battle Cry
1 Adds 8% to your Resistance. Adds 3% to your Constitution. Duration is a number of turns equal to your Stamina divided by 30.
2 Adds 16% to your Resistance. Adds 6% to your Constitution. Duration is a number of turns equal to your Stamina divided by 30.
3 Adds 24% to your Resistance. Adds 9% to your Constitution. Duration is a number of turns equal to your Stamina divided by 30.
4 Adds 32% to your Resistance. Adds 12% to your Constitution. Duration is a number of turns equal to your Stamina divided by 30.
5 Adds 40% to your Resistance. Adds 15% to your Constitution. Duration is a number of turns equal to your Stamina divided by 30.
[edit] Strategy
Barbarian Battle Cry is an effective counter to openers and actions that can be resisted, such as Fireshield, Icestorm, Insect Swarm, Stinging Poison, and Energy Drain; Wand attacks are also resistible. Dual Wielding is advisable with BBC, as in most cases you need to kill the opponent before BBC wears off. The current incarnation of BBC is comparatively very weak to the other warrior openers, and is not currently used much, though it may change on December 31st with the next round of warrior changes.
[edit] Tier III Openers
[edit] Charge
A quick rush designed to throw your opponent off and move into their space.
"In the blink of an eye he was upon me. There was nothing I could do!" - Anonymous defeated Duelist
1 When your opponent is at 20% of their max health at the end of any turn for the first time in a duel, do 80% of their max health in absorbable damage and they are stunned next turn.
2 When your opponent is at 26% of their max health at the end of any turn for the first time in a duel, do 80% of their max health in absorbable damage and they are stunned next turn.
3 When your opponent is at 33% of their max health at the end of any turn for the first time in a duel, do 80% of their max health in absorbable damage and they are stunned next turn.
4 When your opponent is at 40% of their max health at the end of any turn for the first time in a duel, do 80% of their max health in absorbable damage and they are stunned next turn.
5 When your opponent is at 50% of their max health at the end of any turn for the first time in a duel, do 80% of their max health in absorbable damage and they are stunned next turn.
[edit] Strategy
Many beginning chargers are wondering why you hit lower than what you should. The answer is because of the enemy's absorb.The higher the absorb they have, the lower you hit. Charge can be effectively used with either Dual wield or a a shield.
[edit] Shield Slam
The Warrior learned to use his shield as more than just a bashing weapon, leveraging his strength to damage opponents.
"To become a true Master, one must learn to defend offensively." - Ancient Shield Guard motto
1 Requires a shield. You have a chance to slam your opponent negating each attack. Slam chance equals the Block % of shield divided by 5 and increases 1% for every 170 Speed. A slam causes 90% of your Strength in damage but is reduced by opponent's Dodge.
2 Requires a shield. You have a chance to slam your opponent negating each attack. Slam chance equals the Block % of shield divided by 4 and increases 1% for every 85 Speed. A slam causes 90% of your Strength in damage but is reduced by opponent's Dodge.
3 Requires a shield. You have a chance to slam your opponent negating each attack. Slam chance equals the Block % of shield divided by 3 and increases 1% for every 55 Speed. A slam causes 90% of your Strength in damage but is reduced by opponent's Dodge.
4 Requires a shield. You have a chance to slam your opponent negating each attack. Slam chance equals the Block % of shield divided by 2 and increases 1% for every 40 Speed. A slam causes 90% of your Strength in damage but is reduced by opponent's Dodge.
5 Requires a shield. You have a chance to slam your opponent negating each attack. Slam chance equals the Block % of shield and increases 1% for every 33 Speed. A slam causes 90% of your Strength in damage but is reduced by opponent's Dodge.
[edit] Strategy
This opener requires a Shield. It effectively counters openers that require hitting your opponent to take effect (Stinging Poison, Arms, Blade Fury) and also is one of the few counters to high-damage wand criticals. The Berserk action can be used to increase the damage this opener deals, and the Haste Potion action can be used to increase the chance of a slam. This opener is highly effective against opponents that are dual-wielding.
[edit] Fortified Armor
You are able to use armor more effectively.
"I think I need a better sword..." - Anonymous defeated Duelist
- Adds 450 to your Armor Rating and 3% to your Resistance.
- Adds 900 to your Armor Rating and 6% to your Resistance.
- Adds 1350 to your Armor Rating and 9% to your Resistance.
- Adds 1800 to your Armor Rating and 12% to your Resistance.
- Adds 2250 to your Armor Rating and 15% to your Resistance.
[edit] Strategy
This opener is purely defensive, adding armor rating and resistance to your stats in-game. Adding armor rating, or armor class as it is sometimes called, can help with your defensive abilities during a fight. It can help with also your defense rating stat. It also helps with resistance, which can increase the chance to resist some moves. Overall, this move is usefull for defensive strategies.
