Warrior
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! scope="col"|Spell | ! scope="col"|Spell | ||
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|Leap | |Leap | ||
| + | |[[File:Warrior Skill - Leap|thumb|what the spell looks like]] | ||
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|Taunt | |Taunt | ||
| + | |[[File:Warrior Skill - Taunt|thumb|What the spell looks like]] | ||
|5 | |5 | ||
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|Leash | |Leash | ||
| + | |[[File:Warrior Skill - Leash|thumb|What the spell looks like]] | ||
|5 | |5 | ||
|.75 | |.75 | ||
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|Charge | |Charge | ||
| + | |[[File:Warrior Skill - Charge|thumb|what the spell looks like]] | ||
|5 | |5 | ||
|1.5 | |1.5 | ||
| − | | | + | |Ahh, my sweet, sweet charge! Causes you to, well, charge forward. When you collide with a monster, it takes a good bit of damage and is sent flying back, as well as any of its buddies stupid enough to be nearby. Good for when you need to clear a path for your group, or just need to deal with a horde of mobs (For Narnia!) Charge is very useful for traveling long distances, too. By charging at nothing in a body of water your character can go very far. Also, to do a "supercharge", hold the spacebar down to constantly jump and while your character touches the ground, charge. |
| − | Ahh, my sweet, sweet charge! Causes you to, well, charge forward. When you collide with a monster, it takes a good bit of damage and is sent flying back, as well as any of its buddies stupid enough to be nearby. Good for when you need to clear a path for your group, or just need to deal with a horde of mobs (For Narnia!) Charge is very useful for traveling long distances, too. By charging at nothing in a body of water your character can go very far. Also, to do a "supercharge", hold the spacebar down to constantly jump and while your character touches the ground, charge. | + | |
|- | |- | ||
|Whirlwind | |Whirlwind | ||
| + | |[[File:Warrior Skill - Whirlwind|thumb|What the looks like]] | ||
|8 | |8 | ||
|1.5 | |1.5 | ||
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Turn yerself around doing damage to mobs next to you! | Turn yerself around doing damage to mobs next to you! | ||
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==Ways to Build== | ==Ways to Build== | ||
Revision as of 22:55, 17 January 2013
File:Warrior Skill - Leap
Warrior using leap skill
Contents |
Overview
Your standard fighter-esque class. Specializes in slashing enemies to bits and charging into hordes of mobs. Can also function as a tank.
Warriors are yer standard melee class, see? Slashin' Nagas, chargin' at Slimes, and leapin' all over the place are all in a day's work.
Abilities
| Spell | Image | Mana | Cooldown | Description |
|---|---|---|---|---|
| Leap | File:Warrior Skill - Leap what the spell looks like |
7 | 1.5 | Causes your character to soar into the air for a good distance, causing a small bit of damage on landing. Useful for when you need to get out of a jam (Ouch, my kneecaps!) |
| Taunt | File:Warrior Skill - Taunt What the spell looks like |
5 | 2.5 | Causes a monster to focus it's attacks on you. Not really of much use in single player, but once threat mechanics are in place, this will be essential for tank type builds in SMP. (Hey, fish-face! Come and get some!) |
| Leash | File:Warrior Skill - Leash What the spell looks like |
5 | .75 | Pulls a monster toward you. Useful for those times the wizard doesn't feel like making it easy for you and standing still so you can run him through. (Get over here!) |
| Charge | File:Warrior Skill - Charge what the spell looks like |
5 | 1.5 | Ahh, my sweet, sweet charge! Causes you to, well, charge forward. When you collide with a monster, it takes a good bit of damage and is sent flying back, as well as any of its buddies stupid enough to be nearby. Good for when you need to clear a path for your group, or just need to deal with a horde of mobs (For Narnia!) Charge is very useful for traveling long distances, too. By charging at nothing in a body of water your character can go very far. Also, to do a "supercharge", hold the spacebar down to constantly jump and while your character touches the ground, charge. |
| Whirlwind | File:Warrior Skill - Whirlwind What the looks like |
8 | 1.5 |
Great for yer close-quarter adventures! Turn yerself around doing damage to mobs next to you! |
Ways to Build
- Berserker - Prioritize getting the best weapons as you can, and go for as many Strength/Dexterity increases as possible. A tiny bit of Fortitude every now and then should be enough to keep you alive.
- Guardian - Armor, armor, armor! If you like to be able to shrug off blow after blow (including the dreaded arrow to the knee!), then the Guardian is for you. Prioritize Fortitude! Maybe 4 or 5 points to fort every level, and the rest to either Dexterity or Strength. Weapons are your second priority.
- Battle tank - The balance of weapons and armor should keep any SMP party alive. Strength and Fortitude should be your main skill trees. Your job is to agro all the mosters and group them, a mage and a ranger can make quick work of a group. In SSP using your charge should kill most enemies.
- Paladin - A branch off of battle tank, prioritizing strength and fortitude, followed by wisdom. The goal of this build is being able to use your abilities at all times, by having loads of mana, and being able to take a hit, while still dishing out damage. This is not advisable because relying on equipment for mana would allow more points in strength or fortitude, and still satisfy mana requirements.
- Pure Berserker - Strength, strength, and more strength. This build gives the highest possible damage output for each level, but with low ciritcal hit chance. Only raise Strength with points, and rely on armour and weaponry for buffs to other stats.
- Balanced Tank - Start off by raising pure fortitude until level 10, then strength until level 15 or 20. After that, split points in the other three stats in the priority order of dex, wisdom, intelligence. Get a decent weapon and make sure your armor slots have heavy enchantments on them, especially fortitude ones. Take a few secondary weapons, including a sword with HP steal and a wand with noxious fumes. Having a high dex level will make your weapons attack incredibly fast, which is quite useful in the case of your poison wand--Mobs will not turn invulnerable for a split second when they take poison damage!
- Indestructible - Most effective method at high levels! NOTE: this method should only be used on a server with access to high level areas (100+). Build straight fortitude until you reach about 800 hp, then do either 5 dexterity or 4 dex and 1 fort every level afterwards. Prioritize Dexterity, Fortitude, and Intelligence in armor and jewelry. Use a bow to melee--find one that does as much damage as possible. The reason for doing this instead of being a ranger is because a ranger's spells are very ineffective, only being any use at all at levels 5 and under. Multishot has terrible accuracy, while lightning and explosive arrows do very little damage and destroy items. Warriors make better bowmen in general because charge and whirlwind are much better alternatives for AoE spells, with the latter slightly increasing normal damage output. The most important part of this, however, is that dexterity adds defense - By the time you hit level 80-100 (will take quite an amount of grinding, this is why high level area access is necessary) you will have reached 400 defense, making it so that the only way to take damage in the first place is from poison (Each bit of defense reduces damage by 0.25% meaning 400 defense has 100% damage reduction). After this point, you're free to do whatever you like with your stats--add more dexterity to make yourself hit harder, fortitude to resist poison better, or intelligence for more magical damage (Extra poison damage is very good for player versus player combat). It's up to you!
More to come!
Stats
Focus on getting a large fortitude and strength. Unlike other classes you only need stuff that has to do with you in particular. The ranger and mage should both get some strength power so they can fight if caught in close combat but a warrior should just focus on fortitude, strength and low amounts of dexterity.