Back in my post on page 3 I wanted to start detailing my feelings (like, dislike, up, op) on various talents but realized it would be very very long as I have quite a lot to say, so here goes. My not-so-humble opinion on every talent accessible to the warrior class :
(warning, fairly long)
WarriorPowerful : it's really good early on but it doesn't scale at all, and quite frankly, I'm not even sure why this is a talent and not something that is included as a core feature of the class. Do rogues need a talent to be able to backstab ? No. They do get talents that improve their backstab though.
Threaten : Mixed feeling on htis one. At first it feels like it does nothing at all and it's quite puzzling. Then you understand that increases the amount of threat you generate
through your attacks by a lot. This doesn't help much however because typically you can't attack more than one target at a time and taunt totally outshines it.
Bravery : The bonuses seem a bit shy on this one, especially in the defensive department. Rewarding the warrior for being in the thick of the battle = good, though.
Death blow : Comes a little too late (stamina problems seem to errupt earlier than level 12, then your stamina pool naturally grows as a result of levelling up), sometimes seems to do nothing at all ? Otherwise it's a neat addition.
Precise striking : a zero-sum ability : trade 10% of your damage output and 40 stamina for 10% greater chance to hit and some bonus to critical hits. I find it hardly useful and perfect striking totally outshines it.
Taunt : Does what it says, gets the job done. Not much to complain about except it doesn't make a lot of sense. Maybe if it was coupled with some sort of debuff it would give the enemies a good reason to try and kill the warrior that activates it ? (not to mention improve the survivability of the swarmed warrior)
Disengage : Never used it.
Perfect Striking : Extremely powerful at what it does, indeed. But I never really feel the need to increase my attack rating (except on archers maybe but that's a whole different story and this comes way too late to help struggling archers).
Dual Weapon : Overall, talents feel like they cost too much to activate (or if they're supposed to be used very sparingly, they don't feel like they do enough difference to justify the cost), but are mostly good to very good.
Dual weapon training/Finesse : Two passives that improve your overall ability in the given style, good, nothing to say.
Dual weapon expert : The bleeding lacerations appear to be bugged as they only do 1 damage per tick, rendering this talent mostly useless. Maybe it is absorbed by armor when it shouldn't or it is incorreclty calculated ?
Dual weapon mastery : Would be a good choice if daggers weren't about as powerful as one-handed weapons if not more due to very high attack speed. Still good in a few cases (whirlwind/sweep chains) and just for looking cool in general.
Dual Striking : Animations appear to be glitched, otherwise good for warriors.
Riposte : Stun + Autocrit = good. when it works, that is.
Cripple : Autocrit + debuff = good.
Punisher : 3 attacks + autocrit + debuff + knockdown = very good. Fitting for a tier 4 talent.
Sweep : aoe attack is something warriors typically lack, one that is available at level 1 is a godsend. And it remains useful throughout the entire game.
Flurry : Is meh. The slightly improved damage isn't really worth the stamina, especially when you have...
Momentum : 'almost' too good.
Whirlwind : Adequately awesome.
Archery : Overall weak, but that's more due to the restrictions placed on ranged weapons (no runes, no poisons, no buffs, weak damage...) than the talents in themselves. Additionally, it should be noted that the cost of special arrows and bolts is ridiculously high.
Melee archer : Practical but renders melee sidearms entirely useless for dedicated archers, which is a shame.
Crippling shot : a mere debuff is okay I guess
Suppressing fire : Unfortunately, it is very difficult to notice that this actually does anything at all (except eat a large chunk of your stamina)
Scattershot : Extremely annoying when used against you by multiple AI archers. Otherwise pretty damn good in the player's hands but typically you won't be using 4 archers to chain spam it like the AI can.
Aim : See precise striking
Defensive Fire : Possibly the best defensive sustainable a warrior can get access to. Why an archer would ever need this is beyond me
Rapid shot : Pretty damn good (the drawback is nearly inexistant since ranged weapon have such low critical chance in the first place), until you innevitably find a bow with "rapid aim", which renders this useless until you get master archer.
Master archer: improves almost everything a little, pretty good, I guess.
Pinning shot: Hurting the target again cancels the effect, rendering this very difficult to use effectively. It would be very good otherwise.
Shattering shot : A pretty brutal but very situational debuff. Very good when used by the AI against you due to the large number of enemy attacks benefitting from it.
Critical shot : Okayish but too expensive to make use of its very short cooldown.
Arrow of slaying : Treads a fine line between godlike and gimmickish. Essentially it's cool but not gamebreaking at all and in fact fairly useless when you really really want to dish out some serious damage. One-shotting those pesky non-boss mages is totally worth it, though.
Weapon and shield : For some reason the talents on this tree have fairly low activation costs when compared to the other trees, which makes it that much more enjoyable for me.
Bash: The bread'n'butter of the shield user. A good talent that remains useful throughout the game.
Pummel: 2 attacks and a stun = good
Overpower : 3 attacks + autocrit + knockdown = pretty damn good. It doesn't quite render shield bash useless because the kd takes more time to come out.
Assault : 4 weakened attacks and
no special effect makes this very meh and not worthy of the activation cost IMO.
Shield Defense: Defensive self-buffs are quite rare as is, making this a good investment, but the effect is really very very weak. Also zero-sum ability, until...
Shield balance : Removes some of the penalty to another talent. The penalty wasn't very important in the first place, making this a questionable investment for a talent point...
Shield Wall : Arguably better than shield defense (especially with shield mastery and shield expertise). Having a partially overlapping effect with shield defense, it's questionable why this is in fact a sustainable on its own. The effect "out of the box" is also pretty weak for a tier-3 talent, but it gets good with additional talents.
Shield Expertise : The knockdown immunity is mighty useful in quite a few situations, and more defense is never bad.
Shield block: A good idea and useful talent. It would be nice if there was some visual hint that AI enemies have this talent, by reducing the "flanking arc" on the chaacter's circle (this is mostly for rogue player-controlled characters, though)
Shield cover: Effect overlaps with both shield defense and shield wall. It's only slightly better than both at what it does, without any of the additional benefits. Overall, could have been a passive and/or more powerful. Hell, even with shield mastery it's not even as good as the heroic aura spell.
Shield tactics : see Shield block
Shield Mastery : improves everything, ok, good.
Two-handed : Overall weak due to too slow attack speed on base attacks, the talents in themselves are a mix of good and terrible, and a little costly to activate.
Pommel Strike : Very useful, nothing to say.
Indomitable : The immunities are almost too good, but pretty much necessary at times. Why, of all things, make it a two-handed talent is beyond me, though. (Could very well have been a warrior core talent). The damage bonus is ridiculous and unnecessary, though.
Stunning blows : Good, I guess. Too bad it only works on critical attacks.
Critical Strike :
"possibly killing non-boss opponents outright if their health is below 20%" is not a noteworthy feat (chances are pretty good they are 1 hit away from death anyway) and is definetely not what I expect from a tier-4 talent.
Sunder Arms : "Hidden" effect making this attack twice in the time it takes to strike once is the main reason this talent is actually good. Not that the debuff is a bad thing, but it's pretty much a side effect when it was supposed to be the main thing of this talent.
Shattering blows : VERY situational.
Sunder armor : See sunder arms, except this time the debuff is incredibly poweful. Especially when used against you by the AI (armor loss matters more when you receive attacks from a truckload of opponents)
Destroyer : Too short duration, too small effect and too rare to make a real difference. Not to mention that you don't even have any visual cue of what it does, making this look like it does absolutely nothing (see threaten, suppressing fire)
Mighty Blow : Autocrit = good. Activation cost is bull**** though. Fun fact, this tier-1 talent is pretty much a clone of critical strike, a tier-4 talent.
Powerful swings : A negative sum ability, I'll stay away from this, thanks. +5 damage per hit would be a pretty good bonus for dual daggers but is ridiculously low for any two handed weapon. Meanwhile the penalties are pretty big. I'd consider activating this if it had a negative stamina cost...
Two handed strength : Makes powerful swings suck a little less but still not worth activating. The bonus to armor penetration is good and in-line with the "flavor" of the weapon style though.
Sweep : Great talent but a little late...
Templar : Useful but not as good against mages as it "should". ie: it's merely slightly better than another warrior against mages, not really a "counter".
Righteous Strike : The effect seems weak. You have no visual indicator of what it actually does (Enemies don't have visible mana bars !). For all we know enemy casters could have infinite mana. See threaten, suppressing fire, destroyer...
Cleanse Area : Very very useful. Too bad it doesn't work on the templar himself.
Mental fortress : Too situational to feel actually useful, but it doesn't cost anything at least... Now, if it was giving some spell resistance instead of having to rely on that overpowered and underpriced knight-commander plate...
Holy smite : The damage is crap and so is the mana drain. The AOE stun and knockback is very nice though. and to quote a fellow forum-user "calling in an air-strike from the maker" is just great to look at
Champion : a Great specialization that improves the survivability of the entire party without real drawback.
Warcry : Good. Becomes awesome with superiority.
Rally : A little expensive out of the box, but worthwile nontheless.
Motivate : Good improvement to rally, nothing to say.
Superiority : Let me say it again : awesome.
Reaver : Overall feeling : the benefits (moar damage !) don't seem to justify the cost (getting yourself killed quickly)
Devour: Pretty good, if a little difficult to use effectively (you need to have almost won a battle to use it effectively, but you need it most a little earlier than that)
Frightening Appearance : A little too limited for a level 12 ability (single target, resistance check). The passive boosts to threaten and taunt are nice though.
Aura of Pain : It would be really nice if it didn't kill yourself so quickly...
Blood Frenzy : Fixed damage bonus makes this pretty good for dual wielders (especially dagger users...) but meh for two handers... and once again it's a good way to get yourself killed.
Berserker : Quite good overall but the main ability's benefits are disproportionately more powerful for a dual wielder than any other kind of warrior.
Berserk : Pretty good, though with a heavy drawback that becomes negligible later on. Like blood Frenzy, this especially benefits dual wielders and not so much for two handers.
Resilience : Need more talents like this.
Constraint : reduces the penalty of Berserk. Yeah, well that's definetly good but doesn't seem to justify a talent point on its own.
Final Blow : Mixed feelings on this one. Probably not powerful enough considering the cost.