Varnarok

Warrior

THE HAND OF TYR

AVAILABLE ON: Eden, Blackthorn, Live

Warriors embody the ideals of Midgard’s warrior culture: Strength, endurance, honour. They are modelled in the image of their patron god: Tyr, whose dedicated to honour saw his sword-arm bitten off by Fenrir as repayment for his trickery in binding the great wolf.

Warriors are the pillars of group play. Though capable of dealing respectable damage, they are most often called upon to act as the shield upon which invaders break. Thus, your primary duties will be to halt the enemy advance and to keep your group mates safe. To this end, you will primarily be making use of combat styles which debilitate the enemy, be it stuns, snares or interrupts, as well as using mechanics unique to the Shield skill line.

All tanks, both heavy and light, receive access to Intercept. This is a skill that can be applied to a friendly target, causing the next melee attack intended for that same friendly target to be absorbed by you.

Any class with access to the Shield skill line, who has also invested between 5 and 15 skill points in said skill line, will gain access to Guard. Guard is, like Intercept, a skill you apply to a friendly target which, as long as you remain within melee attacking distance of the friendly target, allows you to block incoming melee attacks on behalf of your guarded target. Unlike Intercept, Guard does not have a cooldown and should be swapped as needed. Players from WARHAMMER Online: Age of Reckoning will be familiar with this mechanic.

Both of these abilities will allow your healers and spellcasters to avoid

interruption of their spells.

PvE:

Warriors are perform well enough in solo PvE, capable of taking on two or three enemies at once if wielding a sword & shield. They will however require a long rest in-between such pulls, slowing down their progress significantly. One benefit that Warriors have over Albion’s Armsmen or Hibernia’s Heroes is the ability unique to Midgard’s classes, which allows them to use the same combat styles with both one-handed and two-handed weapons, which can greatly increase the speed at which Warriors kill enemies at or below their level, trading faster kill speed for slightly reduced experience gain.

For group play, specializing in Shields will great increase your ability to control enemies and rectify the situation, should something go awry.

It is also possible to do an okay job tanking while using a two-handed weapon, however it will be much more risky and most likely result in overall slower performance.

If there is another tank in the group, then they can put Guard on you while you act as off-tank with a two-handed weapon, while benefiting from the other tank’s blocking ability to reduce damage to yourself.

If there is another tank in the group and you are both using Shields, then you can both apply Guard to each other, dramatically reducing the damage taken and freeing up your healer(s) to perform more offensive actions.

RvR:

Warriors are below average solo duellists, with access to very little in the way of beneficial skills or abilities for soloing. They are built for attrition fights, which are rare in one-on-one fights.

In groups, the Warrior’s first thoughts should be how to best deny the enemy any momentum. This can be accomplished by charging towards the enemy frontline and snaring or stunning enemies, so as to prevent them from reaching your own back-line. This becomes a constant game of reevaluating targets to determine which is the most dangerous, and when it is prudent to focus on offence instead.

Should the enemy forces penetrate your frontline and begin attacking your healers and spellcasters, making use of Guard and Intercept will greatly increase the survival chances of your back-line.


Character planners:

Eden: https://eden-daoc.net/charplan?c=Warrior

Blackthorn: https://blackthorn-daoc.com/class/Warrior

Live: https://daoc.gg/charplanner/overview#c=WARRIOR

Suggested starting stat point distribution:

15 Strength / 10 Quickness

15 Constitution / 10 Strength (Valkyn / Kobold)

10 Strength / 15 Quickness (Troll)

Suggested class skills:

50 Weapon, 42 Shield, 41 Parry (Standard)

50 Shield, 42 Weapon, 41 Parry (Variant trading two-handed weapon damage for increased one-handed damage)

Suggested realm skills:

Long Wind 1

Purge

Determination

Ignore Pain

Dashing Defense

Passives to fill stat gaps (Augmented Str, Dex, Con, Mastery of Parrying etc.)

All 46 in Class Profile

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