
This page does not have a complete listing of all abilities that are available. Look for more sometime in the future.
Shouts
The Warrior has several Shouts which are useful in combat situations. All Shouts require Rage to use, are instant, and have a moderate re-use timer.
Battle Shout - Increases the melee attack power of all party members within X yards by Y. Lasts Z sec.
Intimidating Shout - The warrior shouts, causing the targeted enemy to cower in fear. Up to X total nearby enemies will flee in fear. Lasts Y sec.
Demoralizing Shout - Reduces the melee attack power of all enemies within X yards by Y. Lasts Z sec.
Challenging Shout - A Shout that causes all nearby enemies to attack the Warrior. This shout has a long cooldown time so it is best used in emergency situations to save group members.
General Abilities
Heroic Strike - Strong attack that increases the melee damage on your next attack.
Sunder Armor - Your next attack reduces target's armor. Sunder Armor can be stacked up to 5 times. Continue to reduce the armor of the target to make them take more damage. Sunder Armor will not stack with Expose Armor, but will stack with Faerie Fire.
Shield Bash - Instant attack that bashes the target for X damage, interrupting spell casting, and preventing any spell in that school from being cast for Y sec. Not useable in Berserker Stance.
Hamstring - Your attack will cause X damage and slow the enemy's movement to Y% of normal for Z sec. Best when used to prevent an enemy from quickly fleeing. Can also be used as an escape ability. Available in both Battle and Berserker stance.
Rend - Your attack will cause the target to bleed. In addition to your regular weapon damage your target takes bleed damage for a brief period of time. This is a DOT that should be used at the start of combat. Available in Battle and Defensive Stance.
Blood Rage
An instant ability that sacrifices some of your life to increase your Rage bar. Best used in a group that has a healer. Generates X rage immediately and Y rage over its duration. Can be used in all stances.
Slam - Slams the opponent, causing X additional damage. Can be used in all stances.
Retaliation - Instantly counter-attack any enemy that strikes you in melee for X sec. Melee attacks made from behind cannot be counter-attacked. This ability will not lose charges when the attacker is behind the warrior.
Execute - Attempt to finish off a wounded foe, causing X damage and converting each extra point of rage into X additional damage. Only works on enemies that have X% or less health.
Battle Stance Abilities
Charge - This should be used at the start of combat to generate some Rage. The Warrior will quickly dash to the monster's location. Charge also allows for a chance to stun the enemy for a moment. To use this ability, the warrior can not be in active combat mode and must be close enough to the enemy without being inside the minimum range for the charge. It may take some time to learn how to properly use Charge.
Thunderclap - An instant close range area attack. All enemies affected by Thunderclap take slight damage but their attacks are also greatly slowed for a short time.
Overpower - Instant attack that causes weapon damage plus X. Only usable after the target dodges. The overpower can not be blocked, dodged, or parried.
Mocking Blow - Your attack causes additional damage and forces the target to attack you! It is great for saving a group member who is in trouble. Mocking blow has a long cooldown time so use sparingly.
Defensive Stance abilities
Defensive Stance reduces the damage taken and damage caused.
Shield Block - Greatly increases chance to block. Only blocks one frontal attack. In addition to reducing the damage taken it also sets up the revenge counter attack combo.
Disarm - If the enemy is using a weapon, a successful use of Disarm will greatly reduce the damage dealt by the target for a short period of time. Long cooldown time.
Taunt - Instant ability that taunts the target. A successful use will draw the attention of the target, causing them to attack you. This should be used regularly to keep the monsters attacking you. This of course requires healers to keep you alive during the battle.
Revenge - Instant attack that causes extra damage. Counter attack the enemy for additional damage. This must follow a defensive action. Best used in conjunction with Shield Block.
Berserker Stance abilities
Cleave - A sweeping attack that does your weapon damage plus X to the target and his nearby ally. This ability is useful when fighting multiple monsters at once. Make sure the other monster isn't slept; otherwise Cleave will wake them up.
Berserker Rage - The warrior enters a berserker rage, becoming immune to fear and knockout effects and generating extra rage when taking damage. Lasts X sec.
Recklessness - The warrior will cause critical damage with most attacks and be immune to fear effects for the next X sec., but damage taken is increased by Y%
Whirlwind - In a whirlwind of steel you attack up to X enemies within Y yards, causing weapon damage to each enemy.
Pummel - Instant attack that causes damage and interrupts spellcasting for a short duration.
Intercept - Charge an enemy, causing X damage and stunning it for Y sec.
Player Submitted Information
Submitted by ?
- Charge gives you a little bit of rage so that you can start using some of your abilities right away. It's a good starting move for a battle.
- Do not underestimate the added damage over time from your Rend ability. The faster you kill a target, the less health you lose during the fight, which in turn translates into shorter downtime and more exp gained from killing monsters.
- The added attack power from your battle shout gives you a significant damage boost. Use it whenever you want to kill things as fast as possible.
- Demoralizing Shout is good for increasing your own survivability when soloing, since it makes enemies do less melee damage, but it is also very important when tanking for a group because of the reduced damage you take and the additional aggro you generate.
Submitted by Evil Pablo
Use different stances for different situations. As a tank, you obviously want to use defensive stance for its anger management abilities, but this stance also comes in handy when soloing monsters that are of a higher level than you. Battle stance, the most balanced stance, is useful when you are fighting monsters that are about the same level as you. Berserker stance is good for killing lower level monsters than you (greens and grays), since it allows you to kill very quickly.
Submitted by Thorlief of Wildhammer
The warrior is a master of all arms, and so should you be. While it may be costly, having high skill in a 2H weapon, 1H weapon of choice, ranged weapon and a shield will contribute more to each of the stances rather than just using a sword and shield until endgame levels. Ranged and 1H + shield, or 2H with Battle stance for solo; 2H while in Berzerker stance, and 1H and shield while in the defensive stance are solid methods to take, and enjoy!
Submitted by Naphtali M
Learn to use guns. When soloing against a large number of higher level enemies, use the gun to pull enemies on the fringe of the group. This will cause them damage but also provoke them into breaking off from the group, allowing you to deal with them one by one. This works better than using "Charge" which may leave you surrounded by the enemy.