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TERA Warrior DPS Guide by Renai

A guide that focuses on the DPS aspect of the Warrior class in TERA. Here we'll look at glyph setups, rotations, gear, equipment stats, and more. Covers both PvE and PvP.

Introduction

Greetings everyone!

This is a TERA Warrior DPS guide many people have been asking for. In this guide, I will help you maximise your DPS as much as possible as a TERA Warrior by suggesting glyph builds, gear, what crystals to use, and giving tips and tricks.

This guide will include both PvP and PvE aspects.

Before anything, if you're a new player and you have no idea what you are about to read, I suggest that you read EME's game guide which covers a lot of the basics in TERA.

This is all written from my experience, so you may not agree with me in some points. I am not the best nor claim to be the best warrior. If you disagree with anything, please feel free to point it out.

Any feedback and suggestions will be appreciated.

Enjoy the wall of texts!

Skills & Glyphs

In this section, I'll basically highlight what each skill does and some of the ways you can utilise them and what glyphs I think are good, bad, essential and so on.

Here is the glyph code that I will use:

  • Green Glyph = Great glyph. Highly recommend to use.
  • Orange Glyph = Decent glyph. Personal preference.
  • Red Glyph = Bad. Avoid using.
  • [x] will indicate glyph points.
  • [x*] will indicate that it is a master glyph.

Combo Attack Combo Attack - Cast time: Instant | Base Damage: 360 397 434 742

  • Your auto attack and source of mana.
  • Only use this if you are out of mana or all of your skills are on cooldown (which is rarely the case).

[5] Glyph of Threat - Provides 5% additional aggro.

You don't want this because you're a DPS.

[3 or 2*] Glyph of Spirit - Increases MP regeneration by 35% when the skill hits a target.

This is a nice glyph if you have a lot of MP issues but I wouldn't recommend using this unless you have extra glyph points left over.

[5] Glyph of Sap - 5% chance to stun opponent for 2 seconds.

5% chance is low, even though our attack speed is fast. Not worth the glyph points. Don't use it.


Evasive Roll Evasive Roll – Cast time: Instant | RE cost: 500 (400 with glyph)

  • Your evasion skill and life saver
  • It has no cooldown unlike Slayer's roll so it can used multiple times in a row.
  • Consumes 500 RE.

[4] Glyph of the Swift - 30% chance to increase attack speed by 15% for 10 seconds.

Not a bad glyph. 30% chance procs quite often and 15% attack speed is a huge boost which is highly noticeable. You'll also be using this skill a lot so it'll have a high chance to proc.

[4 or 3*] Glyph of Unending - Decreases RE consumption by 100.

Great glyph. Consumes 400 RE with this glyph. Allows triple rolling. You should probably always grab this unless you have confidence that you won't be RE starved.

[4] Glyph of Restoration - Restores 3% of total HP for the next chain skill: Poison Blade.

Not bad for soloing. Bad when in a group.


Rain of Blows Rain of Blows Cast time: Instant | MP cost: 350 | Cooldown: 7sec | Base Damage: 1736 | Edge Increase: 1

  • One of your main DPS skill. Also one of your hardest hitting skills.
  • Receive 30% less damage whilst executing this skill.
  • Executes 50% faster when used straight after Combative Strike and/or Pounce. Make sure to chain it for max effect!
  • Provides 1 edge.

Noctenium Infusion: Increases damage by 3 ~ 8%

[6 or 5*] Glyph of Power - Increases skill damage by 25%.

A must-get glyph. High damage skill + more damage = win. You will ALWAYS want this glyph no matter what.

[5 or 4*] Glyph of Restoration - Restores 0.5% HP per hit.

Good for soloing. Not so good when in a group. You have a healer to do the job for you. Total of 3.5% HP restored when all 7 hits connect.


Vortex Slash Vortex Slash – Cast time: Instant | MP cost: 230 | Cooldown: 7sec | Base Damage: 1139 | Edge Increase: 0

  • Conditional skill - can only be used in a short time frame of 5 seconds after using Evasive Roll and/or Death From Above.
  • One of your scarce amount of AoEs with a hitbox of 360 degrees around you.
  • Does decent damage.

Noctenium Infusion: Increases damage by 3 ~ 8%

[5] Glyph of Power - Increases skill damage by 25%.

Good for grinding masses of mobs at once. Pair this with Glyph of Persistence for max effect.

[4] Glyph of Persistence - 30% chance to eliminate cooldown.

Good for grinding masses of mobs at once. Pair this with Glyph of Power for max effect.


Combative Strike Combative Strike – Cast time: Instant | HP cost: 3824 | Cooldown: 3sec | Base Damage: 933 | Edge Increase: 1

  • One of your main DPS skill, rotation opener and endurance debuff skill.
  • Consumes HP instead of MP.
  • Adds a 4.5% endurance debuff on target. Does not stack with Debilitate (lancer skill).
  • Provides 1 edge.

Noctenium Infusion: Increases damage by 3 ~ 8%

[3 or 2*] Glyph of the Sanative - Decreases HP consumption by 50%.

Solves all your HP drainage issues. One of the must-get glyphs. Highly recommend to grab this first at lower levels, but you can lay it off when you get to endgame content if you feel that your HP is fine without it.

[5] Glyph of Powerlink - Increases skill damage for the next chain skill by 20%: Rising Fury.

Uses too many glyph points for the tiny amount of damage increase, in my opinion. I have seen some warriors use this glyph though.

[2] Glyph of Lingering - Increases effect duration by 50%.

Not bad as it only uses 2 glyph points, but the debuff will most likely stay on without the glyph because you spam this skill often.

[3 or 2*] Glyph of Powerlink - Increases skill damage for the next chain skill by 35% or 45%*: Leaping Strike.

No. Do NOT use this. I will delete your warrior if you do.


Rising Fury Rising Fury – Cast time: Instant | MP cost: 100 100 | Cooldown: 4.5sec | Base Damage: 474 680 | Edge Increase: 1

  • One of your minor damage + movement utility skill.
  • Two parts to this skill: press once for two slashes, press second time for third slash.
  • Third slash produces decent amount of RE and 1 edge. Not exactly the strongest skill.
  • Third slash has a high chance to knock down monsters. Does not knock down players.
  • Moves you around 6m forward on first two slashes.
  • Use the first two slashes to move forward faster in combat but not the third slash.
  • Receive 20% less damage when executing skill.
  • The lower your HP, the 'more' damage it does. Do NOT keep your HP low for this skill. It's a trap.

Noctenium Infusion: Increaes damage 3 ~ 8%

[5] Glyph of Persistence - 25% chance to eliminate cooldown.

Not worth 5 glyph points, in my opinion. It already has a short cooldown anyway.

[4] Glyph of Numbing - 10% chance to decrease opponent's attack speed by 15% for 7 seconds.

Not worth 4 glyph points with only 10% chance.


Defensive Stance Defensive Stance – Cast time: Instant | RE cost: 1000 | Cooldown: 5sec

  • One of your two stances.
  • Increases endurance and balance by certain amount depending on whether it is I, II or III.
  • Attacks draw more aggro.
  • Never, EVER use this stance as a DPS, otherwise prepare to be kicked.

[6 or 5*] Glyph of Grounding - Increases endurance by 20%.

You're a DPS. You won't be using this stance so this glyph is useless.


Assault Stance Assault Stance Cast time: Instant | RE cost: 1000 | Cooldown: 5sec

  • One of your two stances.
  • Increases power and crit rate but decreases endurance by certain amount depending on whether it is I, II or III.
  • Always, ALWAYS use this as a DPS warrior. It is essential.
  • Remember to toggle this stance back on whenever you re-log as the effect will disappear when you log out.

No glyphs available for this skill.


Retaliate Retaliate – Cast time: Instant | MP cost: 0 | Cooldown: 15sec | Base Damage: 1131

  • Jump back up whilst dealing damage when you are knocked down.
  • Only usable when knocked down.
  • Provides 2 sec immunity to knock downs and CCs (crowd control).

[4] Glyph of Energy - Decreases cooldown by 20%.

Hopefully, you won't be getting knocked down too much as a DPS so you won't need this. 

[3] Glyph of Power - Increases skill damage by 25%.

No.

[2] Glyph of Influence - Reduces MP cost for the next chain skill by 75: Leaping Strike.

No.


Battle Cry Battle Cry – Cast time: 1.1sec | MP cost: 0 | Cooldown: 30sec

  • One of your aggro drawers and stuns.
  • Shouts around a radius of 9m and has a chance to stun 1 ~ 2 targets in shout radius. Stun lasts around 2 secs.
  • Useful when grabbing bunch of mobs or need to stun a BAM doing a dangerous skill.
  • Will not be using this much as a DPS.

[4] Glyph of Energy - Decreases cooldown by 20%.

Won't be using this skill much as a DPS, so pass.

[6] Glyph of Haste - Speeds casting by 50%.

Too costly for it to be useful. Pass.

[2] Glyph of Luck - Increases chance of effect by 10%.

RNG is painful. Pass.

[3] Glyph of Threat - Provides 100% additional aggro.

The last thing you want is aggro.


Cross Parry Cross Parry – Cast time: Instant | RE cost: around 50 per second | Cooldown: 1sec

  • Your block skill.
  • Need to be in Defensive Stance to use it so you will never use this skill.
  • If you are using this skill, then you're doing it wrong.

[4] Glyph of the Pump - 30% chance to increase power by 15% for 10 seconds on a successful block.

Don't bother glyphing a skill you can't even use.


Torrent of Blows Torrent of Blows – Cast time: Instant | MP cost: 300 | Cooldown: 7sec | Base Damage: 790 | Edge Increase: 0

  • Tanking skill.
  • Does poor amount of damage but draws a lot of aggro.
  • Reduces damage by 50% while casting this skill.
  • Only use as a DPS is if all your evasion skills are unavailable and you have to dodge something.
  • Gives a big amount of RE.
  • Leave this skill for tanks. Last thing you want is aggro.

Noctenium Infusion: Increases damage by 3 ~ 8%

[6] Glyph of Threat - Provides 20% additional aggro.

You're a DPS. You won't even be using this skill.

[3] Glyph of Influence - Reduces MP cost for the next chain skill by 88: Rain of Blows.

You're a DPS. You won't even be using this skill.

[6] Glyph of Binding - 25% chance to immobilise opponent for 4 seconds.

You're a DPS. You won't even be using this skill.


Smoke Aggressor Smoke Aggressor Cast time: 1.4sec | HP cost: 20% | MP cost: 200 | Cooldown: 50sec

  • One of your 'summons'.
  • Uses 20% of your HP to summon.
  • Has a high chance of knocking mob down.
  • Can save party from a wipe. Use this if you're the only one alive, make it take aggro from you, and res your healer. Hopefully your healer will be able to recover the party.
  • Can take a debuff from the first BAM of Manaya's Core
  • Can get points from the coins in Crucible of Flame.

[4 or 4*] Glyph of Energy - Decreases cooldown by 20%/25%*.

You won't be using this skill much, so don't bother with this glyph.


Command: Attack Command: Attack – Cast time: Instant | MP cost: 200 | Cooldown: 5sec

  • Aim at a target within 24m and press the skill button to command your Smoke Aggressor to attack that target.

Command: Follow Command: Follow  Cast time: Instant | MP cost: 200 | Cooldown: 5sec

  • Command your Smoke Aggressor to follow you.

Reaping Slash Reaping Slash – Cast time: Instant | MP cost: 250 | Cooldown: 40sec | Base Damage: 265 (increases with edge stack)

  • A skill that uses edge.
  • Does around 5x the base damage if you use it when target has more than 3 edge stacks.
  • At level 60, it applies a debuff to target which makes them take 25% more damage from your skill Scythe.
  • The higher the edge stacked, the longer the debuff will last.
  • More about this skill in the Rotation section.
  • Can only be used in Assault Stance.

[5] Glyph of Power - Increases skill damage by 25%.

This skill has a long cooldown time and doesn't really do that much damage, so it is not worth it to waste 5 glyph points on this.


Smoke Flanker Smoke Flanker Cast time: Instant | RE cost: 300 | Cooldown: 2min | Base Damage: 945

  • One of your 'summons'.
  • Can only be used after a successful block with Cross Parry.
  • Cross Parry requires Defensive Stance and this skill can only be activated after Cross Parry -- therefore, this skill is useless as a DPS.

[6] Glyph of Threat - Provides 20% additional aggro.

You're a DPS, it uses 6 glyph points, and even tanks hardly use this.


Poison Blade Poison Blade - Cast time: Instant | MP cost: 200 | Cooldown: 7sec | Base Damage: 181 | Edge Increase: 1

  • Your one and only DoT (damage over time) skill.
  • Does laughable amount of damage. Laughable = extremely weak.
  • Ticks every 2 seconds for 10 seconds.
  • Junk skill which is only useful for stacking edge and getting RE back.
  • Provides 1 edge.

Noctenium Infusion: Increases effect duration by 20%

[6] Glyph of Virulence - Increases poison damage by 15%.

6 glyph points for a junk skill is not worth it.

[3*] Glyph of Cumulation - Poison Blade's damage stacks up to 2 times.

Even 3 glyph points for this junk skill isn't worth it. Can't believe this is a master glyph... -facepalm-


Pounce Pounce – Cast time: Instant | MP cost: 200 | Cooldown: 10sec | Base Damage: 999 | Edge Increase:

  • One of your main DPS skill, gap closer and rotation opener.
  • Moves you around 6m forward.
  • Does decent amount of damage.
  • Reduces incoming damage by 50% whilst executing this skill.
  • Applies a movement and attack speed slow debuff which lasts around 3 seconds.

Noctenium Infusion: Increases damage by 3 ~ 8%

[3 or 2*] Glyph of the Swift - Increases attack speed of Pounce by 30%.

You would definitely want to grab this glyph. This skill does decent damage and is great as a gap closer as well but it's slow. Use this glyph and problem solved.

[2] Glyph of Energy - Decreases Cooldown by 20%.

You want to use this skill often, so grab this as well but you can drop it if you're lacking glyph points.


Leaping Strike Leaping Strike – Cast time: Instant | MP cost: 300 | Cooldown: 7sec | Base Damage: 296 (1480 to knocked down) | Edge Increase: 0

  • One of your 'damage' skills which is used more as a 'movement' skill.
  • Moves you around 10m forward.
  • Has an annoying animation lock after skill used.
  • Also has an annoying hit box that rarely hits for some reason.
  • Does bad damage compared to the time it takes to cast.
  • Can be quite useful as an evasive skill.

[5] Glyph of Power - Increases skill damage by 25%.

Wait, there's a glyph for this skill? 5 glyph points for a junk skill that doesn't even hit properly? Pass.


Death From Above Death From Above Cast time: Instant | MP cost: 200 | Cooldown: 10sec | Base Damage: 755 | Edge Increase: 1

  • Another one of your life savers.
  • This skill has quite a long i-frame so use it to dodge attacks.
  • Has a slight animation lock when you land after jumping up.
  • Recovers 180 RE.
  • The higher the attack speed, the faster this will cast which means less i-frame time.
  • Provides 1 edge.

Noctenium Infusion: Increases damage by 3 ~ 8%

[3 or 2*] Glyph of Energy - Decreases cooldown by 30%.

Reduces cooldown time to 7 seconds. This combined with Glyph of the Swift is excellent if you can put this skill in your rotation. Low amount of glyph points used as well. Increases survivability significantly.

[3] Glyph of the Swift - 50% chance to increase attack speed by 15% for 10 seconds.

50% chance is quite high compared to how much attack speed boost it gives and only 3 glyph points used. Use this along with Glyph of Energy to increase your attack speed for almost forever depending on your luck.

[5*] Glyph of Grounding - Adds 25 endurance for 8 seconds.

This glyph is mainly used by tanks because of the huge endurance buff. DPS can use this, but I do not recommend using it due to the high glyph point cost.


Traverse Cut Traverse Cut – Cast time: Instant | MP cost: 220 | Cooldown: 11sec | Base Damage: 284 per stab | Edge Increase: 0

  • One of your endurance debuffs.
  • This skill hits 3 times when used on its own but hits 13 times rapidly when chained from Combative Strike and/or Pounce. This is why Combative Strike and Pounce are so important.
  • Each hit applies a 0.85% endurance debuff which totals a whooping 11.05% endurance debuff with all 13 stacks.
  • Drastically increases DPS of your whole group.
  • Try and always keep all 13 debuff stacks on bosses.
  • This debuff does not apply on Kelsaik and Nightmare Kelsaik due to their extrememly high debuff resistance.

[2] Glyph of Lingering - Increases effect duration by 50%.

You can keep all 13 debuff stacks up 100% of the time without the glyph but if you feel that you can't, feel free to take this glyph. I would personally avoid using this but I've seen some warriors use it so it's up to you.

[2] Glyph of Brilliance - Decreases MP consumption by 75.

Although it's only 2 glyph points, I wouldn't take this. Not a huge fan of mana reduction glyphs.


Blade Draw Blade Draw – Cast time: Instant | MP cost: 320 | Cooldown: 11 sec | Base Damage: 1978 | Edge Increase: 1 (2 when glyphed)

  • One of your main DPS skill. Also the hardest hitting skill that requires no condition. Your best friend as a DPS.
  • Executes extremely fast when chained after: Traverse Cut, Vortex Slash, Charging Slash, and Rising Fury.
  • Always chain it from these skills, otherwise this skill is slow as hell.
  • Your rotations will depend on this skill.
  • Provides 1 edge and 2 edge when glyphed.

Noctenium Infusion: Increases damage by 3 ~ 8%

[4] Glyph of Power - Increases skill damage by 25%.

Hard hitting skill + more damage = win. You MUST take this glyph no matter what. It is essential and is what keeps your DPS on par with others.

[2] Glyph of Brilliance - Decreases MP consumption by 80.

I normally wouldn't take reduced mana consumption glyphs, but this skill is used a lot especially when the cooldown keeps resetting, so this glyph isn't too bad seeming that it only uses 2 glyph points and could save you a ton of mana issues.

[5] Glyph of Persistence - 50% chance to eliminate cooldown.

50% chance to reset one of your hardest hitting skills. No questions. Must-have glyph.

[3*] Glyph of Advantage - The skill generates 1 additional Edge.

This glyph is highly recommended to use. In fact, this is a must-have glyph. Allows skill to generate 2 edge points. This is a huge DPS boost because it allows more Scythes to be used in a certain amount of time and this skill is used a lot.


Charging Slash Charging Slash Cast time: Instant | MP cost: 240 | Cooldown: 12sec | Base Damage: 792 | Edge Increase: 1

  • One of your legit gap closers and movement skills.
  • Charges you around 18m forwards and 'locks' onto a target if you are charging towards something.
  • If there is anything in the way of the charge, you will stop and slash it.
  • Quite a buggy skill. When using this, if you're too close to a monster and use this skill to run away, you'll stop and slash the monster, making you go nowhere.
  • Use this after making a slight distance from the monster to prevent going no where.
  • Provides 1 edge.

Noctenium Infusion: Increases damage by 3 ~ 8%

[3] Glyph of Energy - Decreases cooldown by 25%.

This glyph along with Glyph of Powerlink is actually quite a good DPS boost. 50% more damage on Combative Strike is quite a big DPS boost every 9 seconds (8 seconds with nostrum) and Combative Strike has a very short CD, so it can potentially have a higher DPS than Rain of Blows and it is also a great chain for Blade Draw because it's fast.

[3] Glyph of Influence - Reduces MP cost for the next chain skill by 50: Poison Blade.

Lolno. I will delete your whole account if you use this.

[4 or 4*] Glyph of Powerlink - Increases skill damage for the next chain skill by 20%/50%*: Combative Strike.

See explanation for Glyph of Energy.


Mangle Mangle – Cast time: Instant | MP cost: 10 every 2 seconds

  • One of your slowing toggle debuffs.
  • Your final hit of Combo Attack decreases your target's movement and attack speed by 15%.
  • Debuff lasts 5 seconds.
  • Decays 10 MP every 2 seconds when this skill is active.
  • You most likely won't be using Combo Attack until the final hit with all the skills you have at your disposal, but activating this skill won't harm you. 10 MP/2sec is hardly anything.

No glyphs are available for this skill.


Backstab Backstab – Cast time: Instant | MP cost: 300 | Cooldown: 28sec | Base Damage: 199 | Edge Increase: 1 (2 when glyphed)

  • One of your stun and position skill.
  • Teleports you up to 11m behind a target and stun them.
  • Only useful for positioning in PvE.
  • Stun lasts 5 seconds on normal mobs. Stun time is reduced on BAMs to about 1 second.
  • Does not work very well in bumpy terrains.
  • Provides 1 edge or 2 when glyphed.

[3 or 2*] Glyph of Laceration/Lingering* - Increases effect duration by 50%.

Increases stun time to 8 seconds on normal mobs, probably around 2 seconds on BAMs. Only recommend for PvP. Not very useful in PvE with the BAMs having high stun resistance. No idea why the glyph names are different even though they're the same with less glyph point usage...

[5] Glyph of Energy - Decreases cooldown by 25%.

Useful in PvP, not so useful in PvE with the high glyph points usage. Don't really recommend in PvE though it's good for positioning.

[2*] Glyph of Advantage - Increases Edge by 1.

This glyph could be useful... but Backstab isn't used that often and the CD is pretty long so it's really not worth it, but for 2 glyph points, I'd say it's okay.


Deadly Gamble Deadly Gamble – Cast time: Instant | MP cost: 133 | Cooldown: 2min

  • One of your 'buffs'.
  • Increases your crit rate by 36 for 20 seconds.
  • However, it decreases your crit resistance by 30.
  • Has a long cooldown time of 2 mins so use it during burn phases.

[4] Glyph of Energy - Decreases cooldown by 25%.

I really wouldn't waste 4 glyph points on a skill that relies so much on RNG.


Staggering Counter Staggering Counter - Cast time: Instant | MP cost: 250 | Cooldown: 15sec | Base Damage: 788 | Edge Increase: 0

  • Conditional stun - can only use this skill within 6 seconds of being hit.
  • Flips your target so their back faces you.
  • Stun time is around 3 secs regardless of normal or boss mob.
  • Not that great in PvE but great in PvP.

[3] Glyph of Power - Increases skill damage by 25%.

Really don't want to waste glyph points on a skill you don't use often.

[5] Glyph of Lingering - Increases effect duration by 50%.

Read above. Uses too many glyph points as well. In PvP, it is another thing to annoy the hell out of people – longer stun time.

[4] Glyph of Energy - Decreases cooldown by 20%.

Really don't want to waste glyph points on a skill you don't use often.

[4*] Glyph of Powerlink - Increases skill damage for the next chain skill by 10%: Cascade of Stuns.

Really don't want to waste glyph points on a skill you don't use often.


Cascade of Stuns Cascade of Stuns – Cast time: Instant | MP cost: 350 | Cooldown: 20sec | Base Damage: 1314 | Edge Increase: 0

  • Your stun extender. Completes the stun arsenal for warriors.
  • Deals quite a lot of damage.
  • If you hit a target that is stunned, the stun will spread to nearby enemies within around 6m and prolong the stun of the stunned target you just hit.
  • This is more like a filler skill in PvE but you can slot it in your main rotation if you wish.

Noctenium Infusion: Increases damage by 3 ~ 8%

[4] Glyph of Brilliance - Decreases MP consumption by 88.

You won't be using this skill much, and reduced MP consumption glyphs are not my favourite.

[3] Glyph of Influence - Reduces MP cost for the next chain skill by 88: Rain of Blows.

You won't be using this skill much, and reduced MP consumption glyphs are not my favourite.

[4] Glyph of Powerlink - Increases skill damage for the next chain skill by 20%: Rain of Blows.

This glyph isn't too bad for PvE but you'll have to watch your MP if you're using this skill and Rain of Blows consecutively.

[4] Glyph of Energy - Decreases cooldown by 25%.

This glyph is okay if you're using the powerlink glyph above.

[4*] Glyph of Power - Increases skill damage by 25%.

This glyph is also okay if you use this skill often in your rotation.

[3*] Glyph of Lingering - Increases effect duration by 25%.

Useful in PvP, not so useful in PvE.


And last but not least...

Scythe Scythe – Cast time: Instant | MP cost: 250 | Cooldown: 12sec | Base Damage: 226

  • Your most hardest hitting skill.
  • Consumes edge to deal a huge burst of damage.
  • The more edge you have, the higher the damage.
  • You want to stack 10 edge as fast as possible for this skill. 
  • 3 hits to this skill: first two are normal weak hits and the last hit is the one that hurts a lot.
  • Always use this skill when you have full 10 edge stacked for max effect.
  • Knocks down targets on third slash in PvP.

Noctenium Infusion: Increases damage by 3 ~ 8%

[6] Glyph of Carving - Doubles crit chance.

You want this skill to crit as much as possible because it deals huge amount of damage, so take this glyph or else.

[5*] Glyph of Sharpness - Exploit an Edge to inflict 25% more damage.

25% more damage on your hardest hitting skill... what more could you want? If you're not using this glyph, you're doing it wrong. If you don't have it, you should get to farming Sirjuka Gallery or buy talents from broker as soon as possible and grab this glyph. It is an essential glyph to have and will give a huge DPS boost.

Key Bindings

Seeming that you have so many skills, you may be unsure how to distribute your key bindings.

I shall help you out a little with this and share my key bindings that I use!

new keybindings.jpg

First of all, you need to rebind some of the default keys. Remember that you don't have to follow what I do. This is just a little recommendation to help you with key bindings.

Change the following:

  • Enchant 'T' → Alt + T
  • Whisper 'R' → Alt + R
  • Quick Chat 'E' → Alt + E
  • Marking 'Q' → Alt + Q
  • Profile 'C' → Alt + C
  • Raid Composition 'X' → Alt + X
  • Achievement 'V' → Alt + V
  • LFG 'Y' → Alt + Y
  • Battleground Score 'Tab' → Alt + Z
  • Alliance Information 'Z' → Alt + B

IMPORTANT: CHANGE YOUR CHAIN SKILL BUTTON FROM 'SPACE BAR' TO SOMETHING ELSE.

THIS CAN BE CHANGED IN SKILL TAB → CHAINED SKILLS → CHAIN HOT KEY.

I personally changed from 'Space bar' to 'Shift' as my chain skill button.

Now for the key binding for our skills:

  • F1 - Charging Slash
  • F2 - Backstab
  • F3 - Leaping Strike
  • F4 - Poison Blade
  • Ctrl + ` - Traverse Cut
  • Ctrl + Q - Blade Draw
  • 6 - Vortex Slash
  • V - Torrent of Blows
  • Z - Mangle
  • Ctrl + E - Deadly Gamble
  • F7 - Combat Panacea
  • Mouse 5 - Mount
  • 1 - Rain of Blows
  • 2 - Combative Strike
  • 3 - Rising Fury
  • 4 - Pounce
  • 5 - Reaping Slash
  • B - Scythe
  • Q - Death From Above
  • E - Staggering Counter
  • X - Cascade of Stuns
  • C - Battle Cry
  • - - Bandage
  • = - Outlaw Declaration
  • Left Click - Combo Attack
  • Right Click - Evasive Roll
  • Tab - Cross Parry
  • Alt + 1 - Assault Stance
  • Alt + 2 - Defensive Stance
  • 7 - Smoke Aggressor
  • T - Command: Attack
  • Y - Command: Follow
  • N/A - Various Consumables
  • Ctrl + 1 - HP Pot
  • Ctrl + 2 - MP Pot
  • Ctrl + 3 - Onslaught Scroll of Savagery V
  • Ctrl + 4 - Nostrum of Energy IV
  • Ctrl + 5 - Noctenium Infusion
  • Ctrl + 6 - Pet Totes
  • Ctrl + I - Pet Totes Skill
  • N/A - Others

Don't ask why the keys are everywhere...

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Glyph Setups & Rotations

Glyphs are an extremely important part in maximising your DPS. Glyphs add an 'enhancement' to your skill so that it deals more damage, casts faster, has less cooldown time, etc. depending on which glyphs you're using.

No matter what situation, you should always be using these glyphs at all times for PvE.

Master glyphs (green glyphs) can be obtained through glyph merchants in Kaiator and Allemantheia or the BG merchant in any major city.

  • Temple of Temerity gives badges for the glyph merchant in Kaiator.
  • Sirjuka Gallery gives talents for the glyph merchant in Allemantheia.
  • BG merchants sell random glyph boxes specific to each class for 1,400 Bellicarium credits which will always contain a master glyph for the class you want.

Here's where you get each master glyph from...

An efficient method of getting all your master glyphs is getting as much as you can with random glyph boxes then buying the ones that don't come out with Dire Badges/Gold Talents.

Master glyphs are essential to get as they will play a large role in improving your DPS e.g. reducing glyph points so you can fit more in.

General Rotation

Start off by using:

combative_strike.png → traverse_cut.png → blade_draw.png → pounce.png → rain_of_blows.png

Combative Strike → Traverse Cut → Blade Draw → Pounce → Rain of Blows

IF BLADE DRAW RESETS IN THIS ROTATION, use one of these chains:

  1. rising_fury.png Rising Fury → blade_draw.png Blade Draw
  2. evasive_roll.png Evasive Roll OR death_from_above.png Death From Above → vortex_slash.png Vortex Slash → blade_draw.png Blade Draw
  3. charging_slash.png Charging Slash → blade_draw.png Blade Draw

Chain 3 is the fastest Blade Draw chain out of the 3 and stacks 3 edge alone so use Chain 3 first if you can.

In Chain 2, using Evasive Roll instead of Death From Above is much faster but depending on the situation, you might use Death From Above so I put that there. This is the second fastest Blade Draw chain so use this second.

Chain 1 is probably the slowest Blade Draw chain but it is often used to maneuver behind a boss using Rising Fury's forward movement and to Blade Draw afterwards so it doesn't mean this chain sucks but if I was behind a boss and had the choice of the 3, this would be my last.

IF blade_draw.png BLADE DRAW RESETS AGAIN, then use one of the chains above that you have not used (i.e. the ones off cooldown) so for example, if you used Chain 1, then you would use Chain 2 or Chain 3. 

IF blade_draw.png BLADE DRAW CONTINUES RESETTING, you just keep repeating the above. It will be highly unlikely for Rising Fury, Vortex Slash, Traverse Cut, and Charging Slash to all be on cooldown at the same time.

IF blade_draw.png BLADE DRAW STOPS RESETTING, use combative_strike.png Combative Strike → rain_of_blows.png Rain of Blows.

IF rain_of_blows.png RAIN OF BLOWS AND blade_draw.png BLADE DRAW ARE BOTH ON COOLDOWN, use filler skills mentioned below.

AS SOON AS YOU REACH 10 EDGE STACKS, USE scythe.png SCYTHE... IF YOU MISS SCYTHE, USE reaping_slash.png REAPING SLASH.

INSERT traverse_cut.png TRAVERSE CUT WHENEVER IT IS OFF COOLDOWN TO KEEP UP 13 STACKS. THIS IS EXTREMELY IMPORTANT.

combative_strike.png → traverse_cut.png → blade_draw.png will be your best friend. It deals a huge amount of damage, stacks 3 edge, and keeps up the Traverse Cut stacks. LEARN TO LOVE THIS.

Filler Skills

If Blade Draw doesn't/stops resetting and Rain of Blows is on cooldown, you're gonna want other skills to use before either one of them is off cooldown again. Here's a little 'filler combo' you can use while waiting:

combative_strike.png →  → poison_blade.png →  → cascade_of_stuns.png →  → combative_strike.png → rising_fury.png → evasive_roll.png → vortex_slash.png

Combative Strike → 1st Combo Attack → Poison Blade → 1st Combo Attack → Cascade of Stuns → 1st Combo Attack → Combative Strike →

Rising Fury → Evasive Roll → Vortex Slash → Repeat

ONLY USE THIS WHEN YOUR MAIN DPS SKILLS ARE ON COOLDOWN I.E. RAIN OF BLOWS AND BLADE DRAW.

STOP THIS COMBO IMMEDIATELY AS SOON AS ONE OF THEM IS OFF COOLDOWN THEN RETURN TO SPAMMING BLADE DRAW AND RAIN OF BLOWS.

Combo Attacks in between help keep up mana and I don't know if it's just me but it makes the 'filler combo' feel more fluid. ONLY USE THE FIRST HIT OF COMBO ATTACK THOUGH. USING COMBO ATTACK BEYOND THE FIRST HIT IS A WASTE OF TIME.

Before the end of this filler 'combo', most of your 'main' DPS skills should be off cooldown so you don't have to complete this full 'combo' and just use your main skills when they're off cooldown.

Powerlink Glyphs

If you want to do some more 'advanced' rotations, you can insert some Powerlink glyphs and then alter your rotations slightly or add some more options outside the generic rotation.

Glyph of Powerlink for Charging Slash

  • charging_slash.png → blade_draw.png → combative_strike.png
  • Charging Slash → Blade Draw → Combative Strike
  • However, if Blade Draw is on cooldown, don't hesitate to just use Charging Slash and go straight to [Charging Slash → Combative Strike] as both stack edge.

Glyph of Powerlink for Cascade of Stuns

  • cascade_of_stuns.png → combative_strike.png → rain_of_blows.png
  • Cascade of Stuns → Combative Strike → Rain of Blows
  • You can switch around Glyph of Power or Glyph of Energy for Cascade of Stuns. You can also fit in both by using this glyph build which sacrifices the Pounce attack speed glyph which I don't really prefer.
  • This type of glyph build will use A LOT of mana because Cascade of Stuns is a mana drainer.

Both Glyph of Powerlink for Charging Slash and Cascade of Stuns

  • charging_slash.png → blade_draw.png → cascade_of_stuns.png → combative_strike.png → rain_of_blows.png
  • Charging Slash → Blade Draw → Cascade of Stuns → Combative Strike → Rain of Blows
  • This will probably be the highest DPS rotation in my opinion however, this will also drain your mana.

Personally, I use this glyph build outside of ABHM most of the time.

However, in ABHM, I use this glyph build because that CD on DFA and attack glyph is really helpful especially for me because I'm bad and I can't dodge.

Reaping Slash

Reaping Slash is a very... strange skill. It sacrifices edge to add a debuff on the mob which allows you to deal 25% more damage with Scythe on the mob with the debuff. But because it sacrifices edge, most people think that it isn't exactly the greatest skill to use when you're a solo warrior.

However... the Reaping Slash debuff does not sacrifice edge when it is stacked below 3. When you reach 2 edge, use Reaping Slash and it'll add a 15 sec debuff on the mob and not use up the 2 edge.

If you really want to include Reaping Slash in your rotation or see a high Scythe crit whilst maintaining 'decent' DPS, here's something you can do by doing any of the following:

  1. backstab.png Backstab → combative_strike.png Combative Strike → reaping_slash.png Reaping Slash
  2. poison_blade.png Poison Blade → combative_strike.png Combative Strike → reaping_slash.png Reaping Slash
  3. combative_strike.png Combative Strike → rain_of_blows.png Rain of Blows → reaping_slash.png Reaping Slash

This will add the 15 sec debuff whilst keeping the 2 edge stacks you've built up. Keep in mind that Reaping Slash cast speed is increased when used after Combative Strike and Rain of Blows!

After that, just use your usual rotations whilst focusing on stacking edge as fast as possible and you should be able to reach 10 edge within 15 seconds if the boss doesn't move all over the place.

Reaping Slash deals much more damage when it is stacked above 3 edge so I'm not quite sure if this method (2 edge Reaping) is effective or not. It will, however, allow you to see Scythe in its millions.

These are just ways you can make use of Reaping Slash as a solo warrior.

  • 2 edge Reaping for low Reaping damage but being able to continue stacking edge from 2.
  • 3 edge Reaping for high Reaping damage but having to stack edge from 0.

2 edge Reaping will probably yield a higher chance of allowing you to stack 10 edge and using Scythe in 15 seconds compared to 3 edge Reaping as you'll have a head start with 2 edge Reaping.

In fact, I would highly encourage using 2 edge Reaping at the start of your rotations to maximise your Scythe damage (or at least try to).

To learn more about edge, check out this awesome forum post.

Other Quick Tips & Tricks

Here are a few 'golden rules' you should be aware of: 

  • USE BLADE DRAW AS MUCH AS POSSIBLE. Whenever Blade Draw resets, use skills that chain to make it faster and use Blade Draw every time it is off cooldown.
  • ALWAYS CHAIN RAIN OF BLOWS FROM COMBATIVE STRIKE/POUNCE. I cannot emphasise this enough when I only see 1 in every 10,000 warrior using the Combative Strike/Pounce → Rain of Blows chain.
  • Focus on stacking 10 edges for Scythe as fast as possible and use Scythe as soon as you reach 10 edge stacks.
  • Always attack from BEHIND THE BOSS. This is EXTREMELY important because you will be using back crit crystals in order to maximise your DPS as much as possible.
  • Always make sure to keep all 13 stacks of Traverse Cut up to maximise DPS of yourself and your whole group. Again, the amount of warriors I see not keeping up 13 stacks is pretty damn high.
  • Use only the FIRST 2 slashes of Rising Fury and Leaping Strike for movement in combat. Both these skills have a forward movement which moves you in the direction you are facing and can save your life sometimes.

List of skills that chain into each other:

  • Combative Strike/Pounce → Rain of Blows (Faster execution)
  • Combative Strike/Pounce → Traverse Cut (Faster and more hits)
  • Rain of Blows → Reaping Slash (Faster execution)
  • Combative Strike → Reaping Slash (Faster execution)
  • Evasive Roll → Vortex Slash (Required to use this skill)
  • Death From Above → Vortex Slash (Required to use this skill)
  • Rising Fury → Blade Draw (Faster execution)
  • Charging Slash → Blade Draw (Faster execution)
  • Vortex Slash → Blade Draw (Faster execution)
  • Traverse Cut → Blade Draw (Faster execution)

The ones written in bold are the most important chains you should know and use very often. So basically all of them other than Reaping Slash.

Keep these chain skills in mind - especially the Blade Draw chains - and always use them as combinations in your rotations.

I created a little video to show the difference between chaining skills and not chaining them. The top left shows the skill being used on its own and the bottom right shows the skill being used as a chain. Click here to check it out!

It's not the best and it's the first ever video I created but... enjoy! You can see a clear difference in speed from the video, unless I haven't made it obvious enough.

Here's another video but this time, it's a video of me soloing an alliance BAM with all (maybe not all) of the things stated above. Your general rotation should be similar to mine though mine is slightly altered here because I have to dodge and such. Click here to check this one out!

And another video of me doing Ghillieglade.

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Gear & Crystals

Now that you know all about what skills and rotations to use, it is time for gear -- the most important part in maximising DPS.

Most of this section will cover endgame gear. If you're a fresh 60 and lost in where to begin, I highly recommend reading this guide. It covers most of the basics for fresh level 60s and should help you out a lot.

Before I start rambling on walls of texts, I'll briefly mention some of the terminology I'm going to be using.

  • Base stats refer to 'attack/defence modifier' written in blue on a gear.
  • Base stat bonuses refer to unrerollable stat bonuses i.e. lines without the  symbol.
  • Rerollable stat bonuses refer to rerollable stat bonuses (duh) i.e. lines with the  symbol.
  • Stats with the colour violet are essential stats which you should take always. Any others are optional. 

Gear Sets & Stat Bonuses

New gear everywhere. With the introduction of the 'Wounded World' patch in NA, T15 gear is now available.

There are loads of gear sets including jewellery and set bonuses have been introduced for weapon, chest, boots, and gloves, along with a new slot in your Equipment called Belt and Brooch.

Gear hierarchy for the new gear is something like this:

Archetype > Devastator > Patron ('>' sign means 'greater than' for the non-mathematical people).

Since the patch has only been recently introduced, images of the weapon and armour with its constituent modifiers and other stats will have to be provided later when I get/see someone with them. We'll have to live with just text for now. I know, it's sad.

On a side note though, most of the stat bonuses you want will be the same as before.

Weapon

Recommended rerollable stat bonuses for pure PvE:

  • Do more damage
  • Do more damage from behind
  • Do more damage against enraged monsters
  • Attack speed
  • Crit rate
  • Crit damage

Recommended etching:

  • Pumped - increases power
  • Carving - increases crit rate

I normally wouldn't opt for not rolling attack speed on a weapon but that enraged stat is HUGE in PvE especially when bosses are enraged very often.

The Devastator and Archetype gear have the following variety of the weapon, similar to Wonderholme:

  • Keen has crit rate and crit damage
  • Intense has more damage and behind damage
  • Quick has more damage and attack speed

If possible, you should go for an Intense weapon. Devastator drops in Rift's Edge Hard Mode (REHM).

Archetype has another variant of it which drops in The Abscess Hard Mode (ABHM) as a loot and is basically a hybrid of Intense and Quick Archetype weapon. This is THE best PvE weapon as of now so instead of crafting Archetype, you might want to get the dropped version of it from ABHM.

Gear path for weapon would probably be Oculus → Patron (RENM)  Devastator (or Nightforge PvE if you have it) → Hybrid Archetype. However, if you have people to run REHM with, you can probably go straight from Oculus to Devastator. If you have Nightforge PvE, you can try going straight to Hybrid Archetype.

Chest

(MES and Spellbinds hate me.)

Recommended rerollable stat bonuses:

  • Reduces damage
  • Raises max HP
  • Take less frontal damage (extra all around damage reduction because you're gonna be facing the boss hopefully)
  • Take less damage from enraged monsters (bosses enrage a lot so great for PvE)
  • Immediately restore HP when attacking (great for soloing)

Recommended etching:

  • Relentless - increases max HP
  • Grounded - increases endurance

First two rerollable stats are essential. If you have 3 rerollable stats (Devastator chest), you should go for Frontal or Enraged as the third stat.

If you have 4 rerollable stats (Archetype chest), I would go for Frontal and Enraged damage for the 3rd and 4th rerollable stats. Restore HP is a nice alternative if you solo a lot.

For the skill stat bonus, increase Blade Draw damage. Nothing else is better than Blade Draw damage.

Gloves

Recommended rerollable stat bonuses:

  • Power
  • Crit rate
  • Attack speed

Recommended etching:

  • Pumped - increases power
  • Carving - increases crit rate

All the gloves have 3 rerollable stat bonuses. Yay for equality.

If you're into PvP or think you'll be doing PvP, Favoured gloves are great as hybrid PvPvE gloves. You'll only be losing out on 9 crit rate in exchange for more PvP damage and less crit damage taken (which is useless in PvE but amazing for PvP).

Similar to chest, better gloves provide a bit more power.

Boots

(As you can see, I am an expert in leaving boots at +9.)

Recommended rerollable stat bonuses:

  • Movement speed
  • MP restore
  • Endurance

Recommended etching:

  • Relentless - increases max HP
  • Grounded - increases endurance

Boots affect your DPS the least so it doesn't really matter whichever you use. Well, they do affect it a bit now, but still...

You can also use Favoured boots for hybrid PvPvE and you wouldn't be losing out on much other than an MP restore line which isn't that big of a deal.

Same as chest and gloves -- better boots = a bit more power.

Belt

The best belts you can get are Advantaged or Archetype.

Archetype Belt drops in ABHM and Advantaged Belt is purchasable via tokens from the Agnitor Merchant.

Which belt you use doesn't really matter but you should use ones to match set bonuses (will cover later in set bonus section).

Recommended rerollable stat bonuses:

  • Increases power by 3
  • Increases crit rate by 6

You have 2 rerollable lines and you can roll the weaker version of the same stat on both of stat lines simultaneously so... you can get 3 power and 2 power if you wish to go full power build or 6 crit rate and 4 crit rate if you wish to go full crit rate build.

Brooch

I don't know much about brooches yet but the most cost-efficient brooch is probably the Purifying Brooch from the Agnitor Merchant. This certain brooch has a self cleansing ability which is nice to have if you do things without healer.

There're also brooches that increase crit rate by 40 or power by 40 (something like that) but like I said, I don't know much about them. Will update at a later date!

Recommended rerollable stat bonuses:

  • Refer to belt bonuses.

They're pretty much the same in terms of rerollable stats.

Necklace

Recommended rerollable stat bonuses:

  • Crit damage
  • Crit rate

You either want to use Sandturn Necklace (20k Bellicarium Credits) or Harrier Necklace (dropped in Ghiliglade or however you spell it).

Sandturn provides 5 crit resist and 4 crit rate while Harrier provides 2 power. Both provide 6% attack speed. Getting Harrier Necklace will probably be easier though.

I'll cover more in the Set Bonuses section below.

Ring

(Don't mind the healing bonus on the Beachcomber's Ring... ._.)

Recommended rerollable stat bonuses:

  • Crit damage
  • Crit rate

I would most definitely get the Scarlet Harrier Ring which provides 8 power which you can get by exchanging 90 Rubra Tokens.

The second ring would probably be from either Beachcomber's Ring (1 power, 9 crit rate), which is dropped in alliance vault, or Cerulean Harrier Ring (6 power), which is dropped in Lakan's Prison.

Do note that Beachcomber's Ring cannot be rerolled.

Again, more about this in Set Bonuses section below.

Earring

Recommended rerollable stat bonuses for PvE:

  • Decreases poison damage/Heals additional HP
  • Raises max HP

For your earrings, it'll probably be out of the Harrier Earrings and Seashell Earrings. Seashell Earrings cannot be rerolled.

Again, more in Set Bonuses section right below this.

Set Bonuses

So you've probably been wondering why I've been referring to this section so much... it's because all the new gear has set bonuses so you really can't just wear random jewellery from all over the place (unless they match sets...)

First off, the set bonuses for:

Harrier/Sunturn series

  • 2 set increases power by 6
  • 3 set increases attack speed by 4%
  • 4 set increases endurance by 4
  • 5 set increases power by 4

Sandturn series

  • 2 set increases crit rate by 12
  • 3 set increases attack speed by 4%
  • 4 set increases endurance by 4
  • 5 set increases crit resist by 10

As you can see, 4 and 5 set bonuses are... very bad compared to the 2/3 set bonuses and this is why you don't want to use 5 of the same set. It'll be more optimal for your DPS to use 3 of one set and 2 of another set because 6 power/12 crit rate is better than 4 endurance and 4 power/10 crit resist in a PvE DPS situation.

And thus, this leads to the mixing and matching business...

Here are a few mix and matching options that'll probably be best for DPS:

  1. Harrier Necklace, Scarlet Harrier Ring, Cerulean Harrier Ring, Seashell Earring x2 (power oriented)
  2. Harrier Necklace, Scarlet Harrier Ring, Beachcomber's Ring, Seashell Earring x2 (balance between power and crit)
  3. Harrier Necklace/Sandturn Necklace, Scarlet Harrier Ring, Beachcomber's Ring, Seashell Earring, Scarlet Harrier Earring (balance between power and crit)
  4. Sandturn Necklace, Beachcomber's Ring x2, Scarlet Harrier Earring x2 (crit rate oriented)
  5. Harrier Necklace/Sunturn Necklace, Scarlet Harrier Ring, Cerulean Harrier Ring, Sunshine Cuffs x2 (full power)

I would probably go more towards Option 2 or 3 just because going purely power means there's less chance of critting while going purely crit rate will mean you'll do little damage when you don't crit.

Option 5 is a complete full power build for those who don't like RNG which I am currently using right now because getting perfect Seashell Earrings is impossible.

I know people say "warriors don't benefit from crit rate" but with all this new jewellery and crit rate craze, even sorcerers and archers can have higher crit rate than a warrior with Assault Stance and purely power items. So because warriors have a high base crit, we'll have a higher chance to crit than archers and sorcerers, and we all know no crit = no DPS.

This is all just my opinion though so use whatever you think works fine. In the end, it doesn't really matter that much as long as you're using suitable jewellery and good rerollable stats on them. It all balances out I suppose.

Innerwear

For inner wear, you have quite a large variety of choices (if 3 counts as large variety...).

First off, the crit panties:

Second, the power panties:

Third, the mana panties:

As you can see, cash shop ones and normal ones have the same stats. But if you'd like to run around in your underwear, you should get the cash shop ones as the normal ones look ugly.

All joking aside, power or crit rate would probably be the panties I would get. Whichever is cheaper I suppose...

Mana panties are a great alternative if power and crit are too expensive. Warriors absolutely kill MP so having extra MP regen is nice to have.

Crystals

Now that the huge long section about gear is over... it's time for crystals!

Crystals are very important in maximising your DPS. Even with the best gear in game, if you are using the wrong crystals, you will not be doing as much damage as someone with worse gear than you.

I have seen so many DPS, not just warriors, use Mutinous crystals (increases damage to boss by %) which you should never ever be using unless you are fighting a boss with high crit resistant like Kelsaik.

Because we have a high crit rate, we want to be utilising this and taking advantage of it by using back crit crystals.

Always position yourself behind the boss and attack its butt. You will see a huge difference in crits if you use back crit crystals compared to Mutinous crystals.

If you are a level 60, you MUST be using CRUXES. Do NOT use anything below cruxes e.g. concach. Cruxes are the ones for level 58+.

Slotted Jewellery

As a DPS, you want to use power zyrks all the time on for your jewellery. You can use carving zyrks but you already have a high crit rate, so power zyrks are more ideal.

Always use the crystals that have the green edge on the top left corner indicating that it is an uncommon item. They are more superior than the plain, normal crystals.

Weapon Crystals

On your weapon, you must use these crystals to max out your DPS when fighting a boss.

  • focused crux Focused
  • acrimonious crux Acrimonious
  • savage crux Savage
  • forceful crux Forceful OR mutinous crux Mutinous

Last crystal is optional. With the introduction of the new gear though, you'll stack up a lot of power. And by a lot, I mean A LOT. Forceful provides a 19 power buff for 10 seconds when you crit from behind and it will be highly likely for you to crit every 10 seconds so it's almost a perma 19 power buff. However, in the case that you don't crit at all, Mutinous will be better. In the end, it's a lot to do with preference but I would probably go Forceful.

Against bosses who have 'no rear' (e.g. Ghillieglade), you should use 1x Focused and 3x Mutinous.

When fighting normal monsters, use these crystals:

  • hunter crux Hunter
  • focused crux Focused

Armour Crystals

When fighting bosses, use these crystals:

  • anarchic crux 4x Anarchic

When fighting normal monsters, use these crystals:

  • stalwart crux 4x Stalwart

Consumables

And last but not least, you need to take consumables with you. The main consumables you want to take are Scroll of Savagery, Nostrum of Energy and charms. 

Charms

Charms are one of the essential consumables you should be using all the time.

Greater Power, Greater Endurance, and Greater Infused Charms.

Power increases your damage, endurance increases your defence, infused increases your MP regen rate.

Nostrums

You can buy Nostrum of Energy from general merchants. Nostrums decrease the cooldown time of skills by a little bit which is helpful.

(You can grab yourself a Nostrum of Energy IV as it won't make much difference to Nostrum of Energy V if you want to be cheap like me.) 

Scrolls

You can obtain Scroll of Savagery by leveling your alchemy skills and crafting it or buying directly from the broker.

Scroll of Savagery are one of the easiest way to increase your DPS by a huge amount so I highly recommend using scrolls whenever you can.

For bosses with high crit resistance, you can use Scroll of Swiftness which increases your attack speed by a lot.

Noctenium Infusion

Noctenium Infusion was introduced with the alliance patch.

Simply, right click it like you'd use a scroll and it will toggle on. Right click it again to toggle it off.

Once you toggle it on, the damage of most of your skills will increase by 3~8% and you'll get...

PRETTY GREEN EFFECT!

The only reason to use it is just for the green trail. I mean, for the extra DPS it provides.

Warrior attacks are fast and rapid though, so you will drain Noctenium Infusion pretty quickly. You can get these from doing the daily vault quest or buying off broker or crafting some yourself.

Panaceas

Panaceas are important to keep your stamina up. When your stamina is below around 100%, your damage will decrease slightly and your MP regen will slow down which you do not want happening.

As a solution, you should carry panaceas to refill your stamina quickly.

There are 3 main types of panaceas:

  • Arunic Panacea - Restores 120% stamina. Basically fills your stamina all the way to max. Cannot be used in combat. Use this as soon as you get ressed.
  • Combat Panacea - Restores 40% stamina. Can be used in combat. Use this when you notice your stamina go below around 105% every time to maintain max damage and MP regen.
  • Battle Panacea - Restores 120% stamina. Can be used in combat. Only use this if you die, get ressed, and get stuck in combat straight away and cannot use an Arunic Panacea.

Arunic Panaceas have a chance to drop from most mobs in the game or purchased from the trade broker. Combat Panaceas can be purchased from Specialty Stores.

To be honest, I really have no idea where to get Battle Panaceas. If I remember correctly, they are only obtainable through RNG boxes as a lesser reward.

Mana Potions

Mana potions are also extremely important if you want to continuously spam skills.

There are several different types of mana potions: elixir, potion, restorative, and draught.

Potions and draughts restore your mana as soon as you use it while elixir andd restoratives restore your mana over time. Elixirs and restoratives generally increase your mana more than potions so I recommend using those.

Restoratives and Divine Infusions might be quite expensive though. Elixirs are generally much cheaper so if you want to be cheap like me, use elixirs.

All 3 have different cooldowns so you can use them all at the same time if you want (even though it's a huge waste).

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PvP

Warrior PvP is a completely different story to warrior PvE.

Warriors excel in 1v1 or small group PvP because we have a large arsenal of stuns and loads of staggers that have a very short cooldown. We also have a large amount of i-frames and high mobility as well, along with a healing debuff, making us the bane of healers.

PvP glyph setups are very different to PvE for warriors. Your glyph setups should focus on stunning skills.

Your rotations will also be very different compared to PvE.

Glyph Setups

This is the glyph template that you want to use for PvP. From here on, you can glyph anything at your own preference.

Here's the glyph build I personally use.

As you can see, I rely heavily on my Cascade of Stuns and glyph it the most. The damage is fairly good on this skill and the Powerlink glyph is helpful because you will be using this in the general rotation a lot.

I switch my glyph build around almost all the time whenever I feel like it. Sometimes, I'll use Glyph of the Swifts, sometimes I'll go for Blade Draw reset and so on. Like I said just now, mix and match glyph builds so that it matches your play style.

Basic Mechanics

The most important thing you want to know about PvPing as a warrior is manipulating your stuns and staggers. Without stuns or staggers, I hate to say this, but we are slightly useless.

Staggers

Skills that cause stagger to target:

  • Combo Attack First hit of Combo Attack
  • Combative Strike Combative Strike

Staggers are important for warriors and annoys the hell out of other people so use it often and well.

Staggering is the main reason why people hate warriors. Staggering is a short time frame when you interrupt the target from doing anything. They cannot move, nor cast any skills. You can consider it as a mini-stun.

Use staggers to cancel the opponent's attacks. Literally any skill will be cancelled if you stagger someone while they are casting it unless they have a stagger immunity buff or skill.

Charge up skills - which archers and berserkers have - can be cancelled by staggering as well. 

Even with healers, if you stagger them when they're healing, the effect may appear, but the person being healed will not be healed when timed correctly.

You should use this basic stagger rotation to keep someone locked down.

The Stagger Rotation:

Combo AttackFirst hit of Combo Attack → Combative Strike → Combo AttackFirst hit of Combo Attack → Poison Blade → Combo AttackFirst hit of Combo Attack → Combative Strike → Combo AttackFirst hit of Combo Attack → Rising Fury → Repeat

If the target runs away, use Rising Fury to chase them down. Rising Fury moves you forward faster in combat than when you're just moving. Remember to only use the first part of this skill! The second part won't be as effective as the first part for movement.

If possible, try and stagger from behind the target so you can proc the power buff from Forceful Crux.

You can also insert Pounce into this rotation to decrease the target's mobility, making it easier for you to stick onto them.

Again, Staggers are important for warriors and annoys the hell out of other people so use it often and well.

Stuns

Warriors have two different types of stuns - off-the-bat stuns and conditional stuns.

Off-the-bat stuns are the ones you can use at any time and it will stun a target. Conditional stuns are ones that require a... condition to work.

Off-the-bat stuns consist of:

  • Battle Cry Battle Cry
  • Backstab Backstab

Backstab is your main stun and combo starter. This should be used on priority targets such as healers or whoever you are focusing on in a group PvP scenario. In duels, you should use this when your opponent uses an evasion skill after you stagger them continuously to start a combo. Avoid using this right at the start as people will predict it.

Battle Cry is your AoE stun which has a radius of 10m and stuns usually around 1~2 people caught in it. You can use this to briefly stun someone or to keep them still if they're moving around a lot especially healers. I usually follow up with Scythe.

Conditional stuns consist of:

  • Staggering Counter Staggering Counter - Requires to be hit
  • Cascade of Stuns Cascade of Stuns - Requires an already stunned target

Staggering Counter is your "OH HELL NAW, YOU DIDN'T JUST TOUCH ME." slap to the face stun which flips your targets back to face you. This is a great skill and creates a lot of opportunities to pour down damage on your opponent.

Cascade of Stuns can be considered as an AoE stun. It functions more as a stun extender and deals decent damage as well. This skill is extremely important in PvP so don't waste it on non-stunned targets.

A little hint in making the most out of this skill is when a lancer uses Chained Leash (or Giga Leash) and you hit the leashed targets with this skill. They will be stunned for even longer and your group can just melt them while they're locked in a stun.

Knock Downs (KD)

These skills knock down targets:

  • Scythe - only on third hit
  • Reaping Slash 

Scythe isn't that good as a damaging skill but has a relatively short cooldown so it is great as a KD skill. You can use it as a damage skill if you stack 10 edge but that can be quite difficult to achieve as your target won't stay still. This skill has a very similar hit box to Blade Draw where if you're at a certain distance, it won't hit for some reason. Also, do keep in mind that this skill only knocks down on the THIRD hit.

Reaping Slash has a very long cooldown and deals more damage when the target has above 3 edge stacked on them so I prefer to save this up until I want to focus on someone very hard. This skill has a very similar hit box to Combative Strike -- just straight forward.

The only counter to knock downs is Retaliate which has a 15 second cooldown. If they're knocked down and they don't have Retaliate, they can't do anything.

Rotations

Most of your rotations will start off with Backstab so don't waste it too much. I've done a few rotation experiments and these are the ones that seem most effective.

Actually, I'm going to use the word 'combo' instead of 'rotation' because it sounds cooler.

Note: Some of these combos will not work without attack speed stat bonuses.

Note #2: I cannot guarantee that any of these will work 100% of the time as different people will react differently to different things. 

Note #3: These are just GUIDELINES for combos you can use. They are by no means the only combos warriors have.

If possible, you should peck at your target with the stagger rotation and then use one of these combos when your target is around 70~80% HP and for combos that start with Backstab, use it after staggering with auto attack to avoid people from i-framing/blocking it.

Super Mainstream Combo

 →  →  →  →  →  →  →  →  → 

Backstab → Poison Blade (optional) → Cascade of Stuns → Combative Strike → Rain of Blows → 

Reaping Slash → Evasive Roll → Staggering Counter (optional) → Vortex Slash → Blade Draw

This is probably one of the most commonly used combo hence the name "Super Mainstream".

The reason why Poison Blade is optional is because with high latency or for whatever reason, the Backstab stun duration runs out if you use Poison Blade in between which means you can't extend the stun with Cascade of Stuns which means the whole combo is broken. This usually works all the time though so if you can, insert Poison Blade in between Backstab and Cascade of Stuns.

If you get hit by Retaliate after Reaping Slash, you can do Roll → Staggering Counter depending on whether you rolled after Reaping Slash or not then Vortex Slash/Charging Slash → Blade Draw for a more secure hit. Do keep in mind that Retaliate will provide a 2 sec immunity to stuns so make sure they don't have the Retaliate 'buff'.

Stun Stun Stun Combo

Get hit to activate Staggering Counter first and then:

 →  →  →  →  →  →  →  →  →  →  → 

Evasive Roll → Staggering Counter → Vortex Slash → Blade Draw* →

Backstab → Poison Blade → Cascade of Stuns → Combative Strike → Rain of Blows →

Reaping Slash → Pounce → Combative Strike

Pretty straight forward.

Most people will use an evasion skill after the Staggering Counter stun ends which is after Blade Draw indicated by a * so keep an eye out for that as you might miss your Backstab due them using a dodge.

Just use Backstab after their evasion skill or straight after staggering for a secure hit. If the opponent is a zerker or lancer, just move around them, stagger, then Backstab and continue the combo.

After Reaping Slash, Pounce is used to slow down the target's mobility so you can get back onto them straight away. This is especially useful for soloing priests.

Stun Stun Stun Mk. II Combo

Get hit to activate Staggering Counter first and then:

 →  →  →  →  →  →  →  →  →  →  → 

Staggering Counter → Combative Strike → Cascade of Stuns → Pounce → Rain of Blows →

Roll → Backstab → Vortex Slash → Blade Draw → 

Combative Strike → Battle Cry → Scythe

This one is great for locking down a healer. Death by stun!

KD KD KO Combo

The KD KD KO combo comes in many different variations. The whole concept of the KD KD KO combo is to make the opponent waste their Retaliate. After that, you follow up with another KD which leads them to not being able to Retaliate and being stuck in the standing back up animation which gives us time to pour down damage while they can't do anything.

KD KD KO combo usually begins with an initial KD. These are some of the options:

  1. Combative Strike → Reaping Slash
  2. Battle Cry → Scythe
  3. Staggering Counter → scythe.pngScythe

I usually tend to use Option 2 because Scythe has quite a strange hitbox where if you're in 'mid-range' (around 2-4m) it won't land. This means if you use Reaping Slash first, there's a chance of missing the KD on the third hit of Scythe which just breaks the combo.

Reaping Slash has a very linear hitbox so it will only hit in front of you. Even a little bit to the side will mean that it won't land and it has a long cooldown as well, so don't waste it.

Scythe has quite a big horizontal hitbox which is very similar to Blade Draw and a short cooldown as well. It's basically a side way version of Reaping Slash with a shorter cooldown.

Anyways, once you land the knockdown and they use Retaliate, follow up with any of those combos above.

I usually do this for the full combo:

 → 

Battle Cry → Scythe → Wait for them to Retaliate →

 →  →  →  →  →  →  →  → 

[ →  → ] or [ → ]

Combo Attack → Backstab → Poison Blade → Cascade of Stuns → Pounce → Rain of Blows → 

Reaping Slash → Roll behind →

[Combative Strike → Traverse Cut (cancel) → Blade Draw] or [Vortex Slash → Blade Draw]

I can never decide if I should use [Combative Strike → Traverse Cut (cancel) → Blade Draw] or [Vortex Slash → Blade Draw]...

I hope these all made sense to you... These combos may look easy and simple (?) when written down, but they can prove to be quite difficult when the enemy can predict what you'll do next.

Yeah, I made up all those combo names. I need a medal for creativity.

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Gear & Crystals

(Most gear carried warrior NA)

PvP gear is completely different to PvE gear. This isn't always true, but most of the time, your gear will decide whether you win a fight or not because TERA has separate PvP stats which will judge your damage and defence in PvP heavily.

With the introduction of the new gear, some PvE gear is viable for PvP, if not, even better. Same key will be used as PvE gear section.

Gear

So much grinding for PvP gear. It makes me sad sometimes.

  • Opportune - obtained by completing Corsairs' Stronghold and Kumasylum (worst 'PvP' instance ever created) a certain amount of times. This gear is bad so I won't include it.
  • Favoured - crafted by using Opportune as reagent/retooling Opportune (recipe from completing Corsairs' Stronghold and Junksylum quests)
  • Advantage - crafted BiS PvP gear
  • Archetype - crafted (or dropped) BiS PvE gear 

Weapon

Stats you want:

  • Attack speed
  • Do more damage
  • Behind damage
  • Crit damage

Recommended etching:

  • Pumped - increases power
  • Energetic - increases attack speed
  • Carving - increases crit rate

Advantaged > Hybrid Archetype (AKA VM3.5) > Crafted Archetype > Favoured > Devastator

nightforge pvp wep.jpgwh keen wep.jpg

Advantaged and Archetype (Hybrid too) have Blacksmith's Hammerstrike and do pretty similar damage. 

These two also have Blacksmith's Hammerstrike which applies a random stun on anything you hit and both of these weapons have 4 rerollable stats.

Favoured and Devastator weapons have very similar stats. Favoured is slightly better though because of the crit rate and attack speed. These weapons only have 3 rerollable stats.

Regarding stat bonuses, it's pretty much the same as before. So you can use the above images as reference for which stats you want to roll. The new PvP gear pretty much follows the same principles as before.

Chest

Stats you want:

  • Reduces damage
  • Raises max HP
  • Less damage from frontal attacks
  • Less damage when knocked down
  • Receive additional HP from heals

Recommended etching:

  • Unyielding - increases crit resistance
  • Relentless - increases max HP
  • Grounded - increases endurance

Advantage > Favoured => Archetype > Devastator

nightforge pvp chest.jpgwh chest.jpg

Raises max HP and reduces damage are pretty much mandatory but the 3rd and/or 4th option are optional out of the other 3.

Advantaged and Archetype both have 4 rerollable stats whilst Favoured and Devastator both have 3 rerollable stats.

The 'real' PvP chests also provide crit resist and KD damage on the base lines so will be better in PvP. However, PvE chests are still viable.

Favoured chest has a rerollable skill stat now unlike Strikeforce. You should try to get Rain of Blows damage or Blade Draw damage depending on which one suits your playstyle.

Gloves

Stats you want:

  • Attack speed
  • Crit rate
  • Power

Recommended etching:

  • Pumped - increases power
  • Energetic - increases attack speed
  • Carving - increases crit rate

Advantaged > Favoured > Archetype > Devastator

All four gloves have 3 rerollable stats so it matches perfectly for the stats mentioned above.

The 'real' PvP gloves provide a stat which reduces crit damage taken by a whole 15% which is amazing compared to the crit rate PvE gloves provide. They also provide PvP damage as well which is useful.

Boots

Stats you want:

  • Movement speed increase
  • Endurance
  • MP restore
  • Decreases duration of slow effects

Recommended etching:

  • Unyielding - increases crit resistance
  • Relentless - increases max HP
  • Grounded - increases endurance

(+9 boots strike again.)

Again, like gloves, all four boots have 3 rerollable stats so it matches perfectly.

Avoid using PvE boots at all cost because you're losing out on 10 PvP defence which is very useful.

Jewellery

Refer to PvE jewellery/Set Bonuses section. They're pretty much the same. No need to waste time and money getting 2 different sets for PvE and PvP.

Innerwear

Same as PvE apart from the mana panties. Avoid mana panties and go for power or crit rate. Preferably power for PvP.

Crystal

PvP crystal setups are very different to PvE crystal setups.

For weapon, you want to use this crystal setup:

  •  Savage Crystal
  •  Salivating Crystal
  •  Forceful Crystal
  •  Carving Crystal or  Cruel Crystal or  Swift Crystal

The first 3 are essential ones which I recommend you to use all the time.

The last crystal is optional. Cruel provides around a 6 second buff which increases your crit damage after you knock someone down. I use Scythe to knock someone down to proc this buff then start my "combos" sometimes.

Carving is probably an overall safer option though or if you want to stick to targets better, Swift increases your movement in combat so this is also a nice option.

For chest, you want to use these crystals:

  •  4x Relentless Crystals

More HP is the best crystal for PvP. There is another option which is slotting in one Resolute crystal which decreases the damage you receive when you are below 50% HP. This is quite situational but it's great to have if your healer can't heal you and you're about to die.

So you'd essentially have 3x Relentless and 1x Resolute crystals.

For jewellery, you want to use these crystals:

  •  4x Griefing Zyrks - increases PvP damage by 4

I highly recommend that you use Griefing Zyrks as more PvP damage is important.

You can use Indomitable Zyrks if you want to be able to survive more but ONLY in large scale PvP along with Defensive Stance.

If you don't have PvP Zyrks, you can use Power Zyrks temporarily but you should really focus on getting Griefing Zyrks as soon as possible.

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Change Log

  • 23/09/2014 - Decided to stop being lazy and make some changes -- added some new gear image and other things again...
  • 02/08/2014 - Added new gear images and other things...
  • 11/07/2014 - Added new gear stuffs. Still need to do a bit of work on PvP gear section.
  • 12/06/2014 - Added table of master glyphs and where to acquire them.
  • 01/06/2014 - Added stuff about innerwear and etching! Added some more detail to rotations section.
  • 30/05/2014 - Little guide overhaul complete and added this pointless change log because why not!

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Unnecessary Afterword

Congratulations! By reading all that wall of text, I hope you have been informed about the warrior class and become more familiarized with it.

You are now the best warrior in town (like me -cough-).

Cheer

If this guide was helpful, please suggest to other warriors that are struggling to do their role as a DPS.

In case you're wondering, I use the following PvE gear:

  • +12 Masterwork Cruel & Unusual (Nightforge PvE wep) - attack speed, more damage, behind damage, crit damage
  • +12 Masterwork Cutterstock Vest (Devastator chest) - Blade Draw damage, reduces damage, raises max HP, restores HP every 5 secs
  • +12 Masterwork Bloodgrove Mitts (Strikeforce gloves) - attack speed, power, crit rate
  • +9 Masterwork Downtreaders (Strikeforce boots) - decreases slow duration effects, movement speed, MP regen
  • Sunshine Cuff - max HP, decreases poison damage
  • Sunshine Cuff - max HP, decreases stun duration
  • Harrier Necklace - crit damage
  • Scarlet Harrier Ring - crit rate, crit damage
  • Cerulean Harrier Ring - crit rate, crit damage

For PvP:

  • Same as the above apart from chest
  • +12 Masterwork Sinewlace Coat - Rain of Blows damage, reduces damage, raises max HP, knockdown damage, reflect (soon to be rerolled to something else...)

If you want to see some warrior action in PvP, I would highly recommend checking out Orbitxd (Suzamia)'s Twitch.tv channel! You can also find his warrior PvP guide (with various other links) on the forums as well. His videos were very useful and helpful when I was a noob warrior learning PvP.

If you see any spelling error or anything you disagree with, feel free to leave a comment below regarding it.

If you have any questions, you can contact me via the comment section below or you can PM on these forums and I'll try my best to answer questions.

Thank you for your time reading this and I wish you good luck in being a DPS Warrior.

Happy TERAing and see you around!

- Renai

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25 Comments

Hi! Has this guide been changed a bit? Just yesterday I could see your recommended order of glyphs and what to do while leveling in zones, but now I don't see it anywhere!

Hi! Has this guide been changed a bit? Just yesterday I could see your recommended order of glyphs and what to do while leveling in zones, but now I don't see it anywhere!

Renai shortened this guide a bit because it was too damn long! :P Looks like he took out the leveling section in the process.

Ahhh is there a way to subscribe to new comments?

Anyways, I got rid of the leveling section because a lot of it was outdated and probably useless.

I can PM you the whole leveling section if you want. Kept a little back up juuuuust in case. However, do keep in mind that the methods of leveling there are a bit old.

I would like that a lot :)

 

And one more thing. Your recommended glyphs are 33/50. Is that suppose to be like this or you missed something?

Renai

 

If you could PM me the levelling section as well that would be much appreciated.

 

As per the outdated nature of it what would you recommend as something more updated? I haven't found anything as good as your guide.

Heh, I wanted to focus the guide more on endgame content as well and that leveling section was taking up a large amount of space so I got rid of it.

 

I would like that a lot :)

 

And one more thing. Your recommended glyphs are 33/50. Is that suppose to be like this or you missed something?

Yeah, that's meant to be a template of essential glyphs that you should be using all the time. You fill up the last 17 glyph points with whatever glyphs you want to use.

 

Renai

 

If you could PM me the levelling section as well that would be much appreciated.

 

As per the outdated nature of it what would you recommend as something more updated? I haven't found anything as good as your guide.

Try using this guide.

Ahhh is there a way to subscribe to new comments?

Hmm, does following the article not do that?

Ah now I know it does (hence the fast reply), I just couldn't see the follow button when I posted that because I was on my phone and it wouldn't let me switch to full version.

Ah now I know it does (hence the fast reply), I just couldn't see the follow button when I posted that because I was on my phone and it wouldn't let me switch to full version.

 

Thanks for sending me the old guide version!

Can you please send me the old version as well. I had bookmarked this page last month for when I was going to level my war alt and as stated the part with the leveling rotations isnt there anymore :(

I used the overall levelig guide for my berzerker but wanted the specific war section from here to go by.

I would greatly appreciate it

Hi! Has this guide been changed a bit? Just yesterday I could see your recommended order of glyphs and what to do while leveling in zones, but now I don't see it anywhere!

combative_strike.png → poison_blade.png → rising_fury.png → cascade_of_stuns.png → combative_strike.png → death_from_above.png → vortex_slash.png

Combative Strike → Poison Blade → Cascade of Stuns → Combative Strike →

Rising Fury → Death From Above → Vortex Slash → Repeat

 

Hi, here is a typo for the skill icons in the filler section of the pve rotation.

 

 

I have hard time to decide if usuing reaping slash @ 2edge is optimal for DPS or not.

 

Should I try to input Reaping Slash @ 2edge anytime possible ?

Skip it if draw blade is off cooldown ?

Or just skip it anytime and focus on "more" standard rotation ?

 

Thanks for the guide.

Hi, here is a typo for the skill icons in the filler section of the pve rotation.

 

 

I have hard time to decide if usuing reaping slash @ 2edge is optimal for DPS or not.

 

Should I try to input Reaping Slash @ 2edge anytime possible ?

Skip it if draw blade is off cooldown ?

Or just skip it anytime and focus on "more" standard rotation ?

 

Thanks for the guide.

Oh thanks a lot! I forgot to change the images after making a few tweaks with that little rotation...

 

Well, regarding Reaping at 2 edge, you should try and use it if you can. Reaping Slash animation is relatively short so it really won't affect your DPS that much. In fact, it removes that little animation lock at the end of Rain of Blows which is quite good. :P

 

Anyways, if you can stack 10 edge (or 8 if you 2 edge reaping'd) in 15 seconds, you might as well use it as you'll increase your hardest hitting skill's damage by 25%. Do keep in mind that some bosses never stay still so stacking 10 (8) edge in 15 seconds can be... kinda difficult and annoying.

 

It's really up to you to be honest. It's just a method of making the most out of your other skills rather than spamming Blade Draw. If you can't stack 10 edge in 15 seconds, you don't really lose anything, while if you can, you gain extra damage.

I always use rising fury as my main kd skill.  I always use it then scythe.   I had no idea that reaping slash was a kd.  When it comes to Bander's kd and the mini teraliths on SJG rising fury works just great.

Well, Scythe and Reaping Slash don't really seem to have a high KD chance in PvE even though they KD in PvP. Third hit of Rising Fury has pretty much the highest KD chance in PvE as far as I know.

can u send me the old version guide plz , i appreciate it

Would you prefer Keen or Intense?

 

I have the Keen Devastator right now and happy with it, but does Intense have better damage? If so, is the difference minimal or large.

Would you prefer Keen or Intense?

 

I have the Keen Devastator right now and happy with it, but does Intense have better damage? If so, is the difference minimal or large.

 

I'd choose Intense over Keen.

 

While the crit rate and crit damage are nice, I really don't think sacrificing roughly 12% damage is worth it, especially since we have a high crit rate. The crit rate we can get from accessories is enough that we don't really need crit rate on the weapon (at least that's what I believe).

Ok I'm new and i'm a reckless bastard and i wanna play warrior, i just dont understand one thing how many skill points i have to spend on each skill u writed about in your guide.

 

I'm still downloading the game but i dont have any idea how the skill tree works can some one explain me please?

Ok I'm new and i'm a reckless bastard and i wanna play warrior, i just dont understand one thing how many skill points i have to spend on each skill u writed about in your guide.

 

I'm still downloading the game but i dont have any idea how the skill tree works can some one explain me please?

There are no skill points in this game. You learn every skill using in-game currency.

Ok I'm new and i'm a reckless bastard and i wanna play warrior, i just dont understand one thing how many skill points i have to spend on each skill u writed about in your guide.

 

I'm still downloading the game but i dont have any idea how the skill tree works can some one explain me please?

 

Like nano said, skill points don't exist in this game. There's only really one specific 'skill tree' as well so you don't have to worry about misusing skill points on a useless skill like some other games.

 

The only thing you have to understand is glyph points which, hopefully, I explained well enough under the glyph setup section. You don't have to worry about them till level 20 though.

 

You'll find out more once you download the game and play it. :P

I've recently got the Archetype Weapon, which will soon be +12 and overshadow my Keen Devastator.

 

What rolls would deal more crit DMG?

 

6.9 Behind DMG

14 Crit Rate

4.5% Attack Speed

6% More Damage

 

OR

 

6.9 Behind DMG

14 Crit Rate

0.3 Crit Damage

6% More Damage

 

Would the Back Damage percentages + overall Damage from the Archetype weapon overshadow the Keen's 0.6 crit damage?

I've recently got the Archetype Weapon, which will soon be +12 and overshadow my Keen Devastator.

 

What rolls would deal more crit DMG?

 

6.9 Behind DMG

14 Crit Rate

4.5% Attack Speed

6% More Damage

 

OR

 

6.9 Behind DMG

14 Crit Rate

0.3 Crit Damage

6% More Damage

 

Would the Back Damage percentages + overall Damage from the Archetype weapon overshadow the Keen's 0.6 crit damage?

I'm assuming this is purely for PvE only?

 

If it is, you should go for:

  • more damage
  • behind damage
  • enraged damage
  • crit rate/crit damage/attack speed

If you're using it as a hybrid PvE and PvP:

  • more damage,
  • behind damage
  • crit damage
  • attack speed/crit rate

Yes, the back damage will definitely overshadow the 0.6 crit damage on Keen because crit damage on weapon works... differently to crit damage from scrolls and such. So 0.6 crit damage isn't exactly that great to be honest.

 

Sorry for the late reply, my phone is being stupid and wasn't showing notifications for emails. x_x

First of all, thanks for writing this great guide, have been coming here for opinions on several things i've been stuck on!

 

Going through the jewelry section today i was trying to see what you'd say about my thought-of-combination for the sets only to find it not noted down.

 

I just wanted to ask if there's something i'm missing about my desired set ~

 

I was thinking of using

Harrier Necklace

Scarlet Harrier Ring 2x
Seashell Earring 2x

 

I'd like to hear opinions on this combination!

Would different rings/earrings make more sense because of different bonuses?

 

I should add that this is only for PvE purposes :)

 

Keep up the great work Renai!

Cheers, Hatenheis

First of all, thanks for writing this great guide, have been coming here for opinions on several things i've been stuck on!
 
Going through the jewelry section today i was trying to see what you'd say about my thought-of-combination for the sets only to find it not noted down.
 
I just wanted to ask if there's something i'm missing about my desired set ~
 
I was thinking of using
Harrier Necklace
Scarlet Harrier Ring 2x
Seashell Earring 2x
 
I'd like to hear opinions on this combination!
Would different rings/earrings make more sense because of different bonuses?
 
I should add that this is only for PvE purposes :)
 
Keep up the great work Renai!
Cheers, Hatenheis


Your "desired set" doesn't work because you can't use 2x Scarlet Harrier Rings. What you want is Set Option 1 in the Set Bonuses section (Harrier Necklace, Scarlet Harrier Ring, Cerulean Harrier Ring, 2x Seashell Earrings).

Your "desired set" doesn't work because you can't use 2x Scarlet Harrier Rings. What you want is Set Option 1 in the Set Bonuses section (Harrier Necklace, Scarlet Harrier Ring, Cerulean Harrier Ring, 2x Seashell Earrings).

 

Thanks for the quick answer.

 

Oh well, i guess easier time getting the rings then, 90 rubra tokens are a pain in the butt.