Nov 27, 2012

Class Of The Week - Warrior

One of the 4 Basic Paths, and one of the most basic combat classes Herocraft has to offer, the Noble Warrior is best noted for it's ability to tank damage with it's heavy armor and extra health.

It starts off with a 420 Base-HP, 10 points more than the other three Paths. As the Warrior levels up, they gain an additional 9 HP per level, granting them a max of 690 Health Points at level 30 (the level cap for all basic Paths).

As a melee combat class, a Warrior's best weapon of choice is an Iron sword, which deals 42 points of damage to an unarmored opponent. If an Iron sword is not available, a stone sword (deals 38 dmg), or even wooden sword (deals 32 dmg), can be used instead.


Skills and Abilities


This class is the simplest of classes to learn because it deals specifically in melee combat, with little reliance on special abilities and skills. It comprises of 1 basic skill and 4 special skills that are entirely unique to the Warrior Path. These 4 skills are Bash, Taunt, Strike, and Disarm.

Bash is a skill gained only when the Warrior has reached level 5. This skill utilizes the Warrior's inner strength to hit the opponent, knocking them back slightly, while dealing 89 (+0.1 per level) points in damage and, while only costing this fierce fighter 10 Stamina. This skill also has a cooldown of 5 seconds.

The next skill, Taunt, is gained at level 10. With this ability, the Warrior can taunt the surrounding mobs so that they are only aggro'd on them, saving their teammates from potentially-lethal damage. This ability greatly makes use of the Warrior's extra HP and ability to wear heavy armor that other classes can't handle, like Iron Chestplates and Chainmail. This ability costs 10 stamina with a small cooldown of 3 seconds, making this a very handy skill when you're mob-hunting in the wild.



Once the Warrior has nearly completed his training and has reached level 20, he gains the ability to use Strike. This combat skill is also a DOT (Damage Over Time) skill, as the player strikes the opponent, dealing 70 damage points, if the opponent is within 6 blocks of the Warrior. When contact is made during this attack, the opponent is struck grievously and begins to bleed for 5 seconds, dealing another 18 points in damage every 2.5 seconds. That's a whopping 106 points worth of damage that is being delivered to the opponent in a matter of 6 seconds, making this ability one of the most powerful abilities a player can gain in a base path. This skill costs 9 stamina with a cooldown of only 3 seconds.

The last skill gained in the Warrior path is Disarm, a very useful skill that, when used properly, can give the Warrior an upper hand against any opponent. Though this skill costs 12 stamina, it can save a Warrior from any devastating blows as it renders the opponent unable to use any weapon for 3 seconds. Be sure to use this skill wisely and it may instantly win you the match. Watch out though, this skill has a cooldown of 15 seconds. Use it at the wrong time and you may not get a second chance.

Strategies 

Group Battle

When in a group battle, the Warrior(s) should always be the one out in front, acting as a shield for the weaker and squishier combat classes. While the Tank is in-front, the other 3 Paths should remain behind the warrior and focus their attacks on one enemy at a time (preferably the one that's attacking the Warrior, because without the brute, the others are toast). Healers should have a keybind set up (if possible) for the Warrior to ensure that he/she has a stable amount of health as they absorb each attack. This is also more ideal because, unlike Casters and Rogues, Warriors need to be up-close and personal with their target to make sure their attacks make contact and destroy the enemy. While the Warrior is out in front, Casters and Rogues should stand back so that the Warrior does not block their line of sight, but still remain close enough to the Warrior in case an enemy tries to go after them. 

Going Solo

First thing I must stress to all future and current Warriors is that they need to stay out of the water and never let a range-class (casters and rogues) kite you in an open area. A Warrior's area of expertise is in close quarters with his opponent, preferable in a place like a building, cave, or a forest. This will prevent any range classes from kiting the warrior around and gaining enough clear distance to use range attacks. If it's a class that relies on a weapon for damage (another warrior class for example), you want to stay at an angle to them or even try and back off until you use the skill Disarm. With another melee class, it's important to get them into a closed area, preferably uneven land that you're familiar with, but this is only so that you can corner them when you knock their health down, preventing them from being able to efficiently run away. 

Weaknesses 

Warriors, as with all classes, have a few weaknesses that they need to always be cautious of:
  1. Water - NEVER take a battle into the water, especially if the opponent is a range class. Even if they're about to die, they may cost you the entire battle if you follow them. The only exception to this is after you spec and gain a jump ability. 
  2. Casters - Though there are 4 classes, each class has 1 weakness and 1 advantage class. Casters are the worst thing to encounter as a Warrior. They rely on a steadily-aimed fireball that does 100 damage plus DOT ticks. If you're caught in a fight by one, take cover immediately.
  3. Kiting - This is a technique used to gain space from a Warrior-type class. Watch out for this. I
    f you need to run away or chase after player, try not to ever pursuit/flee in a straight line, it makes you an easy target. 


Now that you know the basic mechanics of the class, get out there and level, practice, and kick some butt, Hero! 




For more info and updates (as always) keep checking back and always be sure to visit www.HerocraftOnline.com for your exclusive and direct coverage of the latest on-goings, updates and events. 

2 comments:

  1. Fireball deals 1/5 of our max HP at master specs, so yeah Casters are pretty powerful against us warriors. You forgot to mention that rogues like Bard and Ninja also has an advantage to warriors as Ninjas have 2 anti warrior skills (Blitz and Eviscerate) and Bard got melodicbindings + tons of buffs that makes their damage and HP crazy.

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  2. Actually, I did not know that. :) I'll keep that in mind for the Bard and Ninja posts for the future. Right now, I'm only talking about the basics between the 3 Base Paths. After these 4 (and Crafter) have been covered, I'll go deeper into detail as I take on the Spec'ed classes. :)

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