Melee: damage and staying power in equal parts

Warrior

  • You close in and stay there: two charges, and blows that slow, stun or freeze.
  • You heal yourself and hold for a few seconds under Guard: enough to stand in for the tank for a moment, not for a whole dungeon.
  • Ranged attacks hurt: nothing protects you at range, so you fall on whoever is shooting.

Class overhaul in progress: these spells and numbers may still change.

Health and resistances

Health
×1.00
Damage
×1.00
Cooldowns
×1.00
Melee resistance
+10%
Ranged resistance
0%

Health, damage and cooldowns are measured against the Warrior, at ×1.00. A resistance removes its share of the hits taken in melee or at range; when it is negative, the class takes more.

Gauge

Rage: 100 at most. +6 per hit dealt, +5 per hit taken; out of combat it drains by 5 per second.

Weapons and armour

Sword, axe and shield; cloth and leather armour.

Class effects

  • Relentless: below 35% health, +15% damage and twice the Rage gained.
  • Charge fixes the target on you for 3 s, long enough to take a creature off the Mage.

In a group

Strengths
Melee damage, self-healing, catches casters
Weaknesses
Nothing against ranged attacks; helps the group only through War cry
Brings
Catches enemy casters and shooters; holds in the tank’s place for a few seconds (Guard, Second wind, a Charge that fixes the target).
Needs
A healer in dungeons; someone against ranged attacks (Colossus, Paladin).

Signature spells

Three Warrior spells

  1. Neutral · Level 1

    Charge

    Leaps at the target and shakes it (slowed 2 s); for 3 s it attacks only the Warrior.

  2. Earth · Level 55

    Tellurian hammer

    A 1 s wind-up, then a huge blow.

  3. Air · Level 100

    Steel hurricane

    4 s on the move, making targets bleed.

Spellbook

All 25 spells

Each spell is learned at its level, then rises to rank 2 and rank 3. The power shown is rank 1’s, before stats and armour; the cost comes out of the class gauge.

  1. Level 1

    StrikeBasic attack

    Neutral · Damage

    Automatic attack; also hits whatever stands against the target (1.4 m).

    Melee, 2.6 m · Cooldown 1.1 s · Power 14

  2. Level 1

    Charge

    Neutral · Mobility

    Leaps at the target and shakes it (slowed 2 s); for 3 s it attacks only the Warrior.

    Ranged, 20 m · Cooldown 12 s · Power 12

  3. Level 3

    Flame blade

    Fire · Damage

    Burns the target for 4 s.

    Melee, 2.6 m · 15 Rage · Cooldown 6 s · Power 12

  4. Level 5

    Frost slash

    Frost · Damage

    Slows by 50% for 4 s.

    Melee, 2.6 m · 15 Rage · Cooldown 6 s · Power 18

  5. Level 7

    Smash

    Earth · Damage

    Weakens the target: −20% damage for 8 s.

    Melee, 2.6 m · 30 Rage · Cooldown 10 s · Power 32

  6. Level 9

    Cleave

    Air · Damage

    Wide blow: hits everything within 4.5 m of the target.

    Melee, 2.8 m · 20 Rage · Cooldown 5 s · Power 11

  7. Level 12

    Guard

    Neutral · Protection

    −45% damage taken for 6 s.

    Self · Cooldown 14 s

  8. Level 14

    Flame breaker

    Fire · Damage

    An arc of fire over 4.5 m that burns what it hits.

    Melee, 2.8 m · 25 Rage · Cooldown 8 s · Power 10

  9. Level 16

    Ice wave

    Frost · Control

    Slows everything within 4 m.

    Around you, 4 m · 25 Rage · Cooldown 12 s · Power 16

  10. Level 18

    Tremor

    Earth · Control

    Strikes the ground: stuns everything within 4 m for 1 s.

    Around you, 4 m · 30 Rage · Cooldown 14 s · Power 18

  11. Level 20

    Whirlwind

    Air · Damage

    Spins and hits everything within 5 m.

    Around you, 5 m · 40 Rage · Cooldown 10 s · Power 26

  12. Level 24

    Second wind

    Neutral · Healing

    Heals you and gives +30% protection for 10 s.

    Self · Cooldown 45 s · Heals 70

  13. Level 28

    Fiery charge

    Fire · Mobility

    Leaps at the target and shakes it; the trail burns the ground for 4 s.

    Ranged, 20 m · 20 Rage · Cooldown 16 s · Power 18

  14. Level 32

    Winter fist

    Frost · Control

    Freezes the target for 2 s.

    Melee, 2.6 m · 30 Rage · Cooldown 16 s · Power 30

  15. Level 36

    Fissure

    Earth · Damage

    A wave along 8 m in front of you that stuns for 1 s.

    Line, 8 m · 30 Rage · Cooldown 14 s · Power 26

  16. Level 40

    Wind step

    Air · Mobility

    A 4 m leap, then +30% speed for 4 s.

    Self · 10 Rage · Cooldown 15 s

  17. Level 45

    Execution

    Fire · Damage

    Doubled when the target is below 30% health.

    Melee, 2.6 m · 30 Rage · Cooldown 10 s · Power 45

  18. Level 50

    Ice lance

    Frost · Damage

    ×1.5 on a slowed target.

    Ranged, 10 m · 25 Rage · Cooldown 8 s · Power 35

  19. Level 55

    Tellurian hammer

    Earth · Damage

    A 1 s wind-up, then a huge blow.

    Melee, 2.6 m · 35 Rage · Cooldown 14 s · Power 100

  20. Level 60

    Wind blade

    Air · Damage

    A blade of air that makes the target bleed.

    Ranged, 12 m · 40 Rage · Cooldown 12 s · Power 70

  21. Level 66

    War cry

    Neutral · Utility

    The group within 15 m deals +10% damage for 10 s.

    Group, 15 m · Cooldown 45 s

  22. Level 73

    War blaze

    Fire · Damage

    An explosion around you that scorches (stacks up to 10 times).

    Around you, 6 m · 50 Rage · Cooldown 18 s · Power 60

  23. Level 82

    Frost storm

    Frost · Damage

    4 s in place: slows, then freezes whoever stays.

    Around you, 5 m · 50 Rage · Cooldown 30 s · Power 80

  24. Level 91

    Earthquake

    Earth · Damage

    A wide wave that stuns for 2 s.

    Around you, 8 m · 60 Rage · Cooldown 25 s · Power 60

  25. Level 100

    Steel hurricane

    Air · Damage

    4 s on the move, making targets bleed.

    Around you, 5 m · 60 Rage · Cooldown 30 s · Power 100