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Heaven
Diluvian
Sweep
The first skill a Warrior must have is Heavenward Sunder to counter everything that comes at us. Throw Mountain Breaker away. (If you do it right, the dragon will not have a chance to stand up on two legs).
The second skill is Inspirit, screaming in a battle will look very cool and replace the effect of Roar with a Ring of Disfavor, now everything on the map will always rush at you at all times.
Use Ravening Lung to become an unstoppable monster, rush into the enemy's back row, pin down mages, wild dogs..., whatever, (or just run away :=D).
Throw away Arc of Might, it's very bad (unlike DDDA, now this skill has up to 2 moves, there's a very high chance you'll miss the second slash when the battle has too many enemies, besides, exhausted while in combat is also a serious problem, it makes you look very unprofessional), replace it with Windstorm Slash, and if you use this skill perfectly, even dragons will be staggered to death by you, And you can also stack elements quickly. If your Knockdown Power is high, the enemy will become shaky and pitiful when facing you.
Use augment to restore health and stamina when killing enemies so you don't need a baby-sitter to take care of you.
Forgive me if I don't express myself correctly because English is not the main language of our country.
Have fun...
1. Tidal Wrath: you have Charge position to reduce damage and increase Knockdown Res. You can keep this position as long as you like, so you should not switch to Tidal Wrath to lose initiative in combat. As long as you are proficient, you can Charge Timing.
2. Diluvian Strike: the attack range of this skill is very short, single target, so it does not optimize Knockdown Power, losing the Greatsword's advantage. Similar to Indomitable Slash.
3. Roar: Ring of Disfavor is better, effective at all times, does not take time to activate. You need to proactively quickly reach max Windstorm Slash speed.
4. Razing Sweep: you need to control and lock the enemy in one location, don't knock them out in all directions. AI-controlled Pawns will sometimes cancel their skills and run away when an enemy is knocked to their position.
These are some of my views on being an adventurer using a Greatsword.
Heavenward upswing. Just straight up, this is Warrior's BEST skill overall. Huge vertical sweep, massive KD potential, lower end lag than mountain breaker. This one should be equipped at all times. PERIOD.
Razing sweep: This is your crowd control option, equip it if you find yourself getting swarmed often. It's actual raw damage is fairly low, and it's knockdown is unimpressive on larger monsters, but it will reliably buy breathing room against 'normal' and 'small' sized enemies, while charging fairly quick compared to the other skills, with even it's uncharged form being reasonably capable as a 'give me some space' option.
Lunge: A bread and butter skill. Gap closer and surprising efficacy for overall movement. Really miss the DD1 version. It was kinda nutty powerful as a dps skill on knocked down enemies, particularly on weakspots. Can't use it for that in DD2.
4th slot, for me, is often the repeated rapid strikes skill, although I do play around with other skills now and then for sauce value.
Skills I do not advise ever even equipping:
Gnoll breaker/mountain breaker: HORRIBLE end latency, unimpressive knockdown values (relative to it's downsides and competition), very limited attack arc. Heavenward is better in every way except raw KD power, but even there it is far easier to land reliably.
Lash: Unfortunately, it's way too low damage and knockdown to justify it's limited arc and charge time. Lash was GOATed in DDDA, but in DD2 it's quite underwhelming. Better off just using heavenward. Only advantage of lash here, is if you can use it while climbing (I do not remember if you can or not. I vaguely remember seeing it in one of the promo trailers), but I don't think Warrior should be climbing in the first place, against anything other than golems.
Arc of Might: Overlong charge time, stamina elimination COMPLETELY kills it. Archer can handle that, due to range, Warrior gets cooked by it as a melee class, especially given the charge time. A pale shadow of what it was in DDDA. Unfortunately that is the case with a lot of the returning skills in every class.
Diluvian: Only good if climbing/using launcher, or when chained with lunge. Problem is that it's not that much better than a heavy on a tripped or down opponent, Which means you are effectively wasting a skill slot 90% of the time. If it had some better forward motion, It would actually be pretty good, I feel. But it's super short range and narrow target zone make it too situational to ever really recommend.
For now the quartet is upswing / gale / lunge and the fourth slot is undecided, for now Tidal Wrath as its curious interaction actually saved me a few times - not the counter itself, but the stepback damage avoidance component (a really angry Wraith was spamming me with spells and my Arisen just crabwalked out of AoEs with no damage taken apparently). If I find I can't make the counter work, I'll probably go back to Inspirit.
Indomitable slash: Only when the big monsters are knocked down
Ravening lunge: My favorite one for travelling. It's just pure power fantasy for me when I zoom pass some smaller enemies while one of them is impaled in the weapon and then slam them in the wall. Often time, enemies tries to attack while I slam the impaled enemy and they get hit too.
Heavenward sunder: You may think it's mainly for hitting harpies. But it has good vertical range to hit ogre and cyclops etc in the head.
Honestly I rarely need more than 3 skills for warrior.
For my 4th skill I have Knoll Breaker: It's basically a guaranteed stagger on almost anything. But I just like the other skills too much that I end up forgetting to use this one.
I wanted to use the tidal fury but I rarely get the counterattack so I gave up on it.
The Lunge is a bit of a waste on them... they'll just keep running around like headless chickens; if you use Launcher, they'll prioritize it too much.
Some micromanagement is required for them though; I've hired one or two pawns that use Arc of Might too much, but once I stuck by them and kept up their stamina (give 'em harspud roborants and cheer 'em up), its potential shot through the roof.
I'd use Windstorm Slash if you have a weapon or an enchantment from a mage that can debilitate -- otherwise, give them Indomitable Slash.
Heavensward is a great all-rounder (ubiquitous usage). Hits hard, fast and because of its movement sometimes it can be used as an inadvertent evasion. Pawns do well with it too.
I'm not actually a Warrior main btw, but my pawn was dedicated to it for a long time, even though I started her out as a Thief.