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Warrior 2H Tree Underwhelming?


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#1
EngineerEd

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Anybody else find the warrior 2-handed tree quite underwhelming? The only good thing about the tree that I can think of is that Mighty Blow is at the top of the tree.

 

Block and Slash is a stamina eater and is clunky to use (doesn't interrupt fast enough during certain parts of auto-attack animation).

 

Earthshaking Strike is utter crap.

 

The two passives near the top of the tree suck, depend too much on criticals. The two other passives are okay, but too far down the tree for my liking.

 

Whirlwind is too situational in my opinion. I've heard of 2h warriors killing dragons with it, but for most mobs and lieutenants it's just crappy in my opinion.

 

 

So far I'm 45ish hours in on hard difficulty, and after specializing as a reaver, I find that I basically spec heavily into reaver and battlemaster (for combat roll), and then I have mighty blow for detonating combos or striking downed enemies. I don't even bother with block and slash anymore.

 

 

 

 



#2
Keldaurz

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Had been playing a lot my 2handed warrior on nightmare. Easily my favorite char (had played extensively all other classes/specs). 

 

- Block and slash is just a crowd control, you use to remove pressure from your tank (you place yourself together with him), not to tank yourself. It's a nice way to dump stamina while you are waiting for cooldowns after blowing them up, and to help when barrier is gone. You need it to pommel.

 

- Whirlwind is just awesome, because it is a REALLY cheap Impact detonator, why is it important ? well you have two detonators, and if you have a rogue with smoke powder, let the aoe's flow lol. It helps you a lot of times to do a lot of funky stuff, specially if you know how to time it, like winter's grasp/lightning bolt +`whirlwind while your archer is casting full drawn shot and then, BAM, mighty blow rupture + knocked down bonus damage. Normally the opponent is just outright death, and the stuff around it are pretty injured (specially if you used lightning bolt as trigger).

 

And of course, you want pommel strike. Clear a path is actually pretty decent. The rest of passives are just too reliant on luck i agree.

 

Haven't used Earthshaking strike, it doesn't work as a detonator and the damage (from the numbers) don't show any impressive. But the rest of the path is legit. At the end, before lvl 10 specialization with a human warrior you get a build with 2 stuns, combat roll, 2 detonators.



#3
ImMrHungary

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I'd pick up points from vanguard and s&w



#4
Jais9

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The problem with 2H warrior is that you are just about as squishy as a DW rogue, without the added DPS and threat reduction from that class.

 

Block and Slash is nice for protection, but unfortunately it doesn't work against the majority of enemies in the game (who happen to not use conventional melee weapons). Shield wall is far superior to this, both for defense and for building Guard.

 

On the damage side, all the 2H abilities have cooldowns that are at least twice as long as the SnB ones. And often they don't even deal more damage, percentage-wise (though 2H weapons will deal more raw damage).



#5
Doctor Proctor

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Whirlwind is an amazing ability once you pick up the passive that gives you stamina when you hit multiple targets. I specced for War Cry fom the Vanguard tree and use that to build guard and taunt enemies into attacking me. Once I do that, and they get in range, I start to spin to win and don't stop until I get knocked down or everything is dead because the bonus stamina from multiple targets is enough to keep it going almost indefinitely. Combine that with the increasing spin with each rotation passive and you end up with some impressive damage numbers as the combo goes on.

 

Mighty Blow was also a great combo with Charging Bull from the Vangurd tree. I would charge a target (or a group), knock them down, and then smack the with Might Blow while they were still downed for bonus damage. I got my fist 1000+ damage hit that way.

 

This stuff was all pre-specialization though. I'm still trying to work out how to best use the Reaver skills, and may end up partially abandoning the 2H skills in favor of them, since they seem to have higher DPS potential. For the early game though, 2H+Vanguard combos like the above do a great job of putting out hefty DPS while also building and maintaining guard to make up for the squishiness of the 2H Warrior compared to it's W&S counterpart.



#6
zeypher

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For reaver ignore all 2 handed skills, this is for your controlled character.



#7
Matth85

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Pommel strike: Hits hard. Low CD. Low Stamina cost. Almost instant. Long stun.

Might Blow: Hits hard. Hits harder on knocked down targets. Shatters. AOE Knockdown. 

 

That said, if you play with a reaver-heavy-playstyle, it all becomes rather pointless. You need your stamina for Ring of Pain, and you are too busy spamming attacks and managing health to care for petty things as "combos" or "CC"  ;)



#8
Mindtraveller

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After playing the multiplayer for 70 hours before I even touched the singleplayer, I decided to go with a Katari build since I love that mp class.

Charging bull for knockdown and guard, then turn around and use upgraded mighty blow, dealing loads of damage thanks to the +30% on downed enemies passive. Upgraded whirlwind is great whenever there are atleast 2 mobs in range, you never run out of stamina thanks to Clear a path.

 

Earthshaking strike is really bad I quickly realized in the mp, it does not deserve to be all the way down in the two-handed tree. It's only use is its range, but it's easy to miss with it cus of the delay which kind of defeats the purpose. Also the AoE taunt for more guard and keeping the rest of your team alive. Cus of the mobility and CC of this build I dont even have to use a sword n board tank on hard. It's very easy to kite the harder enemies thanks to charging bull and the range of mighty blow. The grappling chain with the upgrade is also great for keeping enemies off your squishy mates.

 

I do wish there was some type of "ultimate" to replace earthshaking strike with.



#9
vonTannhauser

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I'm playing on hard and finding it impossible to use two handers as the sole warrior - consumes lots of potions and involves lots of micro.  Switched back to Cassandra / Blackwall for shield wall tanker.

 

After playing the multiplayer for 70 hours before I even touched the singleplayer, I decided to go with a Katari build since I love that mp class.

Charging bull for knockdown and guard, then turn around and use upgraded mighty blow, dealing loads of damage thanks to the +30% on downed enemies passive. Upgraded whirlwind is great whenever there are atleast 2 mobs in range, you never run out of stamina thanks to Clear a path.

 

Earthshaking strike is really bad I quickly realized in the mp, it does not deserve to be all the way down in the two-handed tree. It's only use is its range, but it's easy to miss with it cus of the delay which kind of defeats the purpose. Also the AoE taunt for more guard and keeping the rest of your team alive. Cus of the mobility and CC of this build I dont even have to use a sword n board tank on hard. It's very easy to kite the harder enemies thanks to charging bull and the range of mighty blow. The grappling chain with the upgrade is also great for keeping enemies off your squishy mates.

 

I do wish there was some type of "ultimate" to replace earthshaking strike with.



#10
Winter Sandman

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Originally I kept dying as a 2H warrior. It was quite annoying in fact so it was making me consider switching classes when I try out Nightmare. What I have come to realize is War Cry is amazing. Even as a Reaver it is the first thing I pop to get my guard up and every chance it is off cooldown. Between shields, RoP/Devour and Guard it is like I am unbeatable. I could see being the solo tank with this setup. 

 

I picked all the main trees from 2H except Earth Shattering Strike. Pommel Strike and Mighty Blow are nice for a little CC when you need it. Grappling Chain to misplaced enemies then war cry plus the other guard boosting abilities. For my last point I am working on getting Unbowed as my last ability when I hit level 20. 



#11
TK8

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Originally I kept dying as a 2H warrior. It was quite annoying in fact so it was making me consider switching classes when I try out Nightmare. What I have come to realize is War Cry is amazing. Even as a Reaver it is the first thing I pop to get my guard up and every chance it is off cooldown. Between shields, RoP/Devour and Guard it is like I am unbeatable. I could see being the solo tank with this setup. 

 

I picked all the main trees from 2H except Earth Shattering Strike. Pommel Strike and Mighty Blow are nice for a little CC when you need it. Grappling Chain to misplaced enemies then war cry plus the other guard boosting abilities. For my last point I am working on getting Unbowed as my last ability when I hit level 20. 

 

I prefer unbowed to let my tank actually tank. besides that, ignore the 2-h tree once you get reaver and invest into shield passives and guard generation. 2-h is only good for the passives once you're near max level.

 

Anyone else notice that unbowed interrupts enemies and makes them stagger for a moment?



#12
Winter Sandman

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I prefer unbowed to let my tank actually tank. besides that, ignore the 2-h tree once you get reaver and invest into shield passives and guard generation. 2-h is only good for the passives once you're near max level.

 

Anyone else notice that unbowed interrupts enemies and makes them stagger for a moment?

I am near max level. Unbowed is my last point.

Edit: I didn't get Reaver until almost level 17. Lastly I don't 2H tank I let Cassandra do the tanking while I am just there for damage.



#13
Churchader

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Spec heavy into reaver and get flanking immunity, turn the bolt and turn the blade from the shield tree . Done

#14
Ibn_Shisha

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Earthshaking with the upgrade is nice in corridors and the like, but not very useful out in the open.



#15
Downluck

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I had a much better time with a 2hander in nightmare when I stopped trying to build up guard.  Guard just isn't good in that difficulty until you can stack up defense like a tank, and early on that's not possible.  Fill out the battlemaster tree.  



#16
Matth85

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The problem with guard is:

1) It is only 25% of your max health. Stacking health I get 1000, which means 250 guard at max. An enemy hits a lot higher than that.

2) Guard doesn't mitigate damage, only delay it. Defense modifiers mitigates damage.

 

Guard becomes very good once you hit the threshold where enemies hit for 1-3 damage, at which a full guard won't break. Add the fact guard doesn't go away over time, you won't need health ever again.



#17
Realyn

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The problem with guard is:

1) It is only 25% of your max health. Stacking health I get 1000, which means 250 guard at max. An enemy hits a lot higher than that.

2) Guard doesn't mitigate damage, only delay it. Defense modifiers mitigates damage.

 

Guard becomes very good once you hit the threshold where enemies hit for 1-3 damage, at which a full guard won't break. Add the fact guard doesn't go away over time, you won't need health ever again.

 

1). I'm pretty sure I found a common quality guard belt that ups your maximum guard by 10%. I'm assuming there could be a rare version that ups it even further (haven't found it or accidentally sold it due to the massive amounts of trash I pick up :P). You can also add 5% to max guard through armor mods IIRC.

2). Not so much delay it, as prevent it. Delay implies it will still hit your health after a set time, which it doesn't.



#18
Matth85

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1). I'm pretty sure I found a common quality guard belt that ups your maximum guard by 10%. I'm assuming there could be a rare version that ups it even further (haven't found it or accidentally sold it due to the massive amounts of trash I pick up :P). You can also add 5% to max guard through armor mods IIRC.

2). Not so much delay it, as prevent it. Delay implies it will still hit your health after a set time, which it doesn't.

 

Well, yeah. You can boost it, but at the end of the day it doesn't add much. Say 10%, your original is 25% of your health and you got 1000 health. Your normal full guard is 250 and you get an additional 10%. That's 350. Now, a level 19 enemy hits for 500 unmitigated(example). Your full guard is broken, and you lose 150 health. Worth the trouble? 

 

So, say you block an attack via 2h and get 15% guard. ala, 15% of 100% guard, which means 15% of 250. 37.5 damage mitigation Not worth much.

Unless you got high enough damage mitigation to bring damage down to 1-3, at which that would hold a while. 

My point: Don't build for guard unless you got spare points. Other defensive mitigation is worth a hell of a lot more. A good tank build isn't good because of guard -- it is good because of high % defense and armor. The guard is just the top layer of "You don't hit me thanks to my mitigation, so I will screw you over with some guard!"



#19
Winter Sandman

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My 2H spec isn't for tanking it is for DPS. The benefit guard provides is damage mitigation in between barriers. I roll Cassandra, me, Varric, and Vivienne. With Cassandra boosting her guard and me mine it makes it worth while. Especially on fights where you have a lot of enemies. 

I don't bother on dragons unless there are adds. I am chewing through everything now and using less and less potions than I was before I picked up War Cry for Guard. You can theory craft the heck out of it but I go based off of my experience in game. I could be a bad player but not one play style fits all.



#20
TK8

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I am near max level. Unbowed is my last point.

Edit: I didn't get Reaver until almost level 17. Lastly I don't 2H tank I let Cassandra do the tanking while I am just there for damage.

 

I meant that I use unbowed for guard to not take aggro from the actual tank.



#21
sinosleep

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Sure whirl wind is situational, but since I built my 2h inquisitor around it I create the situation for which it's best suited every fight. Tank --- challenge --- warcry --- enemies gather --- I mop everything up with WW. Presto, situational ability becomes every encounter ability.



#22
Murloc Knight

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Get the generate 5 guard per hit rune. You'll see your warrior dominate