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Warrior Class Equipment Guide


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#1
-PenguinFetish-

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Hi All, 

 

Ive put together an equipment guide for the Warriors in this game. There is a few examples and proofs in the video, so I definitely recommend watching it just to show how effective gear choices can be. 

 

Youtube link is here:

 

 

If you don't want to watch the video, here is the transcript:

 

INTRO

 

Hello and welcome to my guide to selecting equipment for your warrior. 
 
In this video im going to be talking you through some of the things to consider when choosing weapons, gear and upgrades for your warrior.
 
So all the warriors have a passive called 'flow of battle'. This passive enables each critical hit to reduce all cooldowns by 1 second. In my opinion, this passive, tied with Bear Mauls the Wolves, is probably the single most useful passive the warriors can carry, so its important that we boost our critical hit chance as high as possible in order to take advantage of this. 
 
RINGS
 
The accessories that we are going to be using will be based around increasing our critical chance, cooldown times and survivability. Ability rings aren't really that benificial to warriors as they dont really rely on their abilities to deal damage(with the exception of the reavers dragon rage, but as far as I know, an ability ring for this does not exist), but if you have no other rings, then by all means, fill the slots.
 
There is only two rings that I take on my warriors, the life drain ring which steals up to 10% of your total health on kill and the ring of critical chance, which increases critical chance by up to 10%.
 
For the reaver and Katari, I recommend using two life drain rings. Both of these characters are pretty squishy and need all the survivability that they can get. With two life drain rings you can yield up to 20% healing on kill if you have two unique version of the ring. This completely negates dragon rages health cost on the reaver and it hopefully will allow the katari to enter another fight instead of crawling around on the floor after an archer looks at him funny. for the templar and the Legionnaire, a critical chance ring and a life drain ring. Critical hits are vital on reducing the long cooldown of the templars wrath of heaven/spell purge combo and the legionaires long cooldowns for his survivability skills such as unbowed, walking fortress and counterstrike. the heal on kill in also good for tanking, as both weapon and shield classes lack a healing passive or ability.
 
AMULETS
 
There is a few amulets which greatly benifit the warriors, and the options here aren't as limited as the rings are. The Templar really benifits from the Amulet of stamina, as her Wrath of heaven/spell purge combo consumes all 100 of her default stamina. With the additional 50, you can use a defensive ability such as shield wall to reflect any incoming damage before or after you use your main combo. If you don't have this amulet, then add the templar to the next section.
 
The legionaire, katari and reaver benifits most from either the Amulet of Cunning or the Cooldown Amulet. Rampage makes the reaver pretty much invincible and walking fortress makes the legionnaire totally invincible, so its important that these skills have as much uptime as possible. The kataris best form of defense is to incapacitate enemies so again, its important you have the abilities available to do this as often as you can.
 
If you don't have any of these, I suggest taking the amulet of consitution, amulet of strength and amulet of willpower, in that order.
 
BELTS
 
Belts really are subject to whatever you have. I recommend taking either the Belt of health, ranged defense, melee defense or magic defense. unique versions of any of these take priority of course, but if you have a choice, then take them in the order I listed. 
 
CRAFTING AND UPGRADES
 
Weapon upgrades should be tailored towards critical chance and cunning, which is found in leather crafting materials. You will want to use the Hilted Haft or Raider Sword Grip for 1 handed weapons and the Dense 2 handed haft for 2 handed weapons. Try to use the highest tier leather you can in order to gain the most critical chance, or cunning.
 
Armor upgrades are pretty straightforward. The order you should be prioritising your upgrades are as follows: Ranged Defense, Cunning, Melee Defense, consititutions and magic defense. Obviously this is level dependant, so if you have an upgrade which is 10 levels higher than your next level upgrade, then throw that in there. You can always replace it later on if needs be.
 
WEAPONS
 
Weapons should be selected based not only on damage output and DPS, but on critical chance and survivability traits such as heal on kill.
 
For the legionnaire best choices are either the Firm Tournement axe or the moon axe for the high critical hit chance and their slightly faster hit rate.
 
The Dwarven Crusher is really good on the Templar, as the wrath of heaven/spell purge combo will explode everything it kills for 75% of the combos damage. This basically causes a chain reaction that can extended past the 4 meter range and hurt bosses (who are immune to this combo) a great deal by just killing enemies in close proximity to them. Another great choice is the Caliban, one combo will more than likely bring you back to full health, or close to it, when detonating multiple enemies.   
 
For the reaver, the best choice is hands down the Axe of the Dragon Hunter. It has an almost 1 in 3 chance of critical hitting, and thats without any other buffs. This synergises with Terrifying Fury so well that you will find yourself panicking all neaby enemies several times per zone as opposed to a few times a game. It also deals 5% extra damage for each enemy in an 8m radius. The special effects of this weapon easily compensates for its lack of raw damage and gives it a position as one of the most damaging melee weapons in the game. You can also use Mauls effectively via the use of Dragon Rage. Mauls usually have a slightly higher base damage to compensate for its slow hit rate and lack of AoE, so this is a good alternative option.    
 
The Katari will benefit most from Sulivans Blade. The chance to proc pull of the abyss really helps when fighting ranged units, as you can take care of them all at once, as opposed to just watching them laugh as you trip over at the first stick they throw at you. If you dont have this weapon then another high damage AoE weapon such as Slayer would be a good second choice. 
 
This concludes my Equipment guide for the Warrior Class. Ill be covering the Rogues and Mages soon, so stay tuned for those. Thankyou for watching and goodbye. 
 
 
 
 
 
  
      

  • knownastherat, Jane_Shepard, Cirvante and 3 others like this

#2
Wavebend

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lol



#3
Shadohz

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blerg??? I thought rings didn't stack.



#4
DeLaatsteGeitenneuker

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How on earth did you get all that good gear?



#5
-PenguinFetish-

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How on earth did you get all that good gear?

 

No lifeing since launch.

 

blerg??? I thought rings didn't stack.

 

Most dont. Heal on kill rings do though.



#6
KalGerion_Beast

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blerg??? I thought rings didn't stack.

HoK rings stack.  I dont know about crit though...

 

And for the Katari, a good secondary weapon instead of sulevin is Starfang.  With a 2% chance to use unbowed per hit, a little or a lot more guard is always useful on him.  



#7
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HoK rings stack.  I dont know about crit though...

 

And for the Katari, a good secondary weapon instead of sulevin is Starfang.  With a 2% chance to use unbowed per hit, a little or a lot more guard is always useful on him.  

 

I haven't tested crit rings, I never take two though, only 1.

 

Starfang is a unique though, which is why I didnt include it as an alternative. Slayer is a rare so I imagine a lot more people will have it, or similar. 



#8
Reginald Cousins

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Crit rings do stack.  With the new info gotten from the http://forum.bioware...cal-hit-chance/thread, you can test your crit rings yourself and see them increasing the displayed crit chance of Sneak Attack.



#9
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Crit rings do stack.  With the new info gotten from the http://forum.bioware...cal-hit-chance/thread, you can test your crit rings yourself and see them increasing the displayed crit chance of Sneak Attack.

 

Thanks for confirming. Two superb rings would be very strong, especially on a lego. 



#10
apocalypse_owl

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Very informative and interesting guide.

Despite warriors being fairly straightforward as far as playstyle goes, I find myself always a bit worried when playing them or playing with them if it's someone I don't know, especially on perilous. Being on the frontlines and without a GTFO panic button means that a bad choice in gear, upgrades and/or specs might result in a complete epic fail. The video examples really help in understanding how important those choices are, as opposed to just seeing a bunch of numbers on paper. 

 

Also, I really appreciate how the weapons sections highlights each character's peculiarities and offers alternatives to the all too diffused 'highest DPS unique weapon in the game, just slap it on everything and start clicking' point of view. Sadly, I lack most of those weapons anyway, even the rare ones, but I'll be resuming my sacrificing of virgin goats to the RNGods soon enough, so hopefully I'll get some.

 

So yeah, basically thanks for doing the hard work and testing out what works best for each character for us ^_^.   



#11
Zorinho20_CRO

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Interesting video.

But, slower pace would be appreciated.



#12
stysiaq

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I haven't tested crit rings, I never take two though, only 1.

 

Starfang is a unique though, which is why I didnt include it as an alternative. Slayer is a rare so I imagine a lot more people will have it, or similar. 

 

You recommend uniques and have a problem with recommending other uniques as alternatives? Seems strange to me.



#13
apocalypse_owl

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You recommend uniques and have a problem with recommending other uniques as alternatives? Seems strange to me.

 I think the point was to recommend a rare as an alternative to a unique, since most people have a higher chance at having it in their inventory. 



#14
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You recommend uniques and have a problem with recommending other uniques as alternatives? Seems strange to me.

I meant that i didnt want to recommend only uniques, as not everyone will have them.

Slayer, firm tournament axe, dwarven crusher and sundering are all rares so its more likely people will have these.

#15
JRandall0308

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Assuming a limited supply of crafting materials, are you better off making higher tier armor, or crafting a +crit/+cunning weapon upgrade (hilt, haft)?

 

I guess this question boils down to defense before offense or offense before defense?



#16
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Assuming a limited supply of crafting materials, are you better off making higher tier armor, or crafting a +crit/+cunning weapon upgrade (hilt, haft)?

I guess this question boils down to defense before offense or offense before defense?


Depends on what tiers your materials are. No point wasting high tiered materials on armor.

#17
Cirvante

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Assuming a limited supply of crafting materials, are you better off making higher tier armor, or crafting a +crit/+cunning weapon upgrade (hilt, haft)?

 

I guess this question boils down to defense before offense or offense before defense?

 

Crafting armor is mostly cosmetic in multiplayer, I had better armor at lvl 5 in singleplayer. Furthermore there is no correlation between armor stats and crafting material quality, so you should only use tier 1&2 mats for armor crafting. Weapon upgrades will have more impact on your characters' effectiveness and their strength is tied to the level of crafting materials used, which is why you should use your tier 3 materials for them.



#18
Guest_Stormheart83_*

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Awesome video and helpful thanks for posting.

#19
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Crafting armor is mostly cosmetic in multiplayer, I had better armor at lvl 5 in singleplayer. Furthermore there is no correlation between armor stats and crafting material quality, so you should only use tier 1&2 mats for armor crafting. Weapon upgrades will have more impact on your characters' effectiveness and their strength is tied to the level of crafting materials used, which is why you should use your tier 3 materials for them.

 

To be fair, I have like 70 Silk Brocades and 50 Silk. Id just go with whatever you have most of. 



#20
moyes_1314

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Cant wait to see one for the rouges! Keep it up!

#21
gay_wardens

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you really think belt of health helps more than ranged defense when there are a million archer arrows and wraiths pointed at you? i guess it makes sense if you've got Turn the Bolt or something on your Lego or Templar, but I'd honestly think ranged would help more on the two-handeds.

 

why don't you mention the heal bonus belt or armor upgrades?

 

and i've always wondered if a magic attack is ranged, does it fall under ranged defense?

 

couldn't disagree more on prioritizing melee defense over constitution, unless it's a two-handed in which case i might agree. but i guess since you try hards tend to tell me you don't use block and slash, it might make sense for you, but when I'm a warrior I like to be able to PUT DOWN anything in melee range



#22
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you really think belt of health helps more than ranged defense when there are a million archer arrows and wraiths pointed at you? i guess it makes sense if you've got Turn the Bolt or something on your Lego or Templar, but I'd honestly think ranged would help more on the two-handeds.

 

Guard is directly tied to health, so yeah, belt of health is best imo. When you have heal on kill, the extra 200 health will serve you much better aswell. 

 

why don't you mention the heal bonus belt or armor upgrades?

 

Because they suck and are outclassed by other upgrades. The only Warrior id even consider taking it on is the Reaver, and id only take it if I had no ranged defense/constitution belt/upgrades. No need for it whatsoever if you have heal on kill rings/traits. 

 

couldn't disagree more on prioritizing melee defense over constitution, unless it's a two-handed in which case i might agree. but i guess since you try hards tend to tell me you don't use block and slash, it might make sense for you, but when I'm a warrior I like to be able to PUT DOWN anything in melee range

 

Constitution gives 0.5% melee defense and 5 health. Ive not seen an upgrade with more than 10 constitution, or 50 health and 5% melee defense. Ive seen upgrades with over 10% melee defense, so I consider this better, given 50 health is what, 0.5 arrows on threatening? Also Block and Slash is a total drain on stamina and i consider it a waste of a skill point personally.

 

and i've always wondered if a magic attack is ranged, does it fall under ranged defense?

 

 

No, that would be Magic Defense that it falls under.



#23
gay_wardens

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Guard is directly tied to health, so yeah, belt of health is best imo. When you have heal on kill, the extra 200 health will serve you much better aswell. 

 

 

Because they suck and are outclassed by other upgrades. The only Warrior id even consider taking it on is the Reaver, and id only take it if I had no ranged defense/constitution belt/upgrades. No need for it whatsoever if you have heal on kill rings/traits. 

 

 

Constitution gives 0.5% melee defense and 5 health. Ive not seen an upgrade with more than 10 constitution, or 50 health and 5% melee defense. Ive seen upgrades with over 10% melee defense, so I consider this better, given 50 health is what, 0.5 arrows on threatening? Also Block and Slash is a total drain on stamina and i consider it a waste of a skill point personally.

 

 

 

No, that would be Magic Defense that it falls under.

 

Actually you know what, I'm sorry, my mistake. I forgot Inquisition is broken and doesn't allow you to dump dozens of points into Constitution like Origins and DA2 did.

 

This makes a lot of sense now... but I still think magic defense is more important than you give it credit for. Prime example: Demon Commander, demons in general. But health is definitely the superior stat.



#24
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Actually you know what, I'm sorry, my mistake. I forgot Inquisition is broken and doesn't allow you to dump dozens of points into Constitution like Origins and DA2 did.

 

This makes a lot of sense now... but I still think magic defense is more important than you give it credit for. Prime example: Demon Commander, demons in general.

 

There isn't a lot of magic attackers though. The only one I can really see being a problem is Despair demons and like you said, the commander. All the other Magic enemies are just too weak to be a threat or their attacks are easily avoided. 

 

Generally speaking, I do carry a spirit resistance tonic on most of my classes to solve the demon commander issue somewhat. 



#25
gay_wardens

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i think magic defense could be decent on an archer or hunter. but its really a pain in the ass because you have to base your stats around the metagame which is "maybe you'll get demons which spam magic, maybe you'll only get shot by arrows and red lyrium needles"

 

it kind of pisses me off and makes me wish things like venatori and templars who typically use physical damage were still capable of inflicting magic damage like they were in Origins