For the longest time the Warrior tree was dull and its only shining positive feature its active skills were hiding behind mutual exclusive traits (those trait were not technically excluding you from taking them, but they boosted different weapons and it would be a waste of trait points to take them all).
But rejoice! Today I present you the overhauled warrior trait tree! I used my amazing mspaint.exe skills to rearrange the skills and even swap one with another.
Here is the result and I will explain my choices, and why I think this is a better idea than the currect trait tree, below.
First of all, the biggest change is the rearrangement for our 3 active skills. Those are moved to the left so that you would be able to take them right from the start making Warrior an excellent choice for our battle hardened heroes. They grant you an enormous amount of utility which should be the warriors trademark.
After that you can decide to specialize in one particular weapon as every warrior does. You will not want to specialize to fast, as to first get an impression which end game weapon you later want to use, so there should be another choice.
You can take the Lethal path where you improve your skills with any weapon through your training over time (as is in our real world: everyone can learn a move (the actives) but only masters can make them deadly).
After a certain point your warrior is bitter from so much fighting and he "learns" to hate the opposing forces (Enmity). This allows your hero to then proceed in 3 different ways:
- Learn to work together with your allies (Pack tactics)
- Learn to steal the life from the enemy and take Revenge for your losses
- Learn to use your brutal force and become a recklessly angry barbarian who can deal with his uncontrolled rage.
After a certain point in time (level minimum e.g. 5) your hero is allowed to become "mighty" and then further advance through "discipline" to at last become so powerful that you can even overwhelm dragons with ease.
Might is new in the warrior tree and replaces the old Endurance which imo better fits with the defender.
Of course your hero will be able to take Chainmal and Platemail like before at a certain level minimum requisite.
In my opinion this tree is far more exciting than the current one. But please feel free to discuss my choices or make more interesting ability swap or arrangement suggestions.
Greetings, Nighthawk.
So nobody wants to provide some more feedback or other additions to this topic?
Am I alone in my opinion that the current trait tree definately needs streamlining?
might with a level prerequisite seems a strange concept - lethal provides 3/4/5 attack with no prereqs and "might" is only on par with letal 1.
removing endurance is a bad move. defenders already have endurance 1&2, so that's not an argument. some extra HP is not a bad thing for warriors, especially the "tanky" swordsman builds that have to take some hits to actually use their buffed counter attacks.
not sure about putting the active abilites first. don't tink i'd ever put points into the weapon speccs if i could have sweep, decimate and bladerush. why waste another 2 levels to improve a baseic weapon ability if i already have two great AoE attacks and can stomp multi figure troops?
i agree that the current warrior is a bit lacking, but imo it's not the low end traits - they are fine. problem is that the back end is pretty weak/useless. why wade through 2 levels of a weak lifeleech to unlock 3 lackluster abilites (ok, bloodthirsty is cool, but not worth wasting 3-4 level ups on prerequisites - i'd rather level up spellbooks at that point if i still get enough XP to get to a decent level - air and earth are pretty nice for warriors)
i think warriors should get "maul" as the ultimate ability to keep them really powerful in the late game.
I'd agree that placing the special moves at the beginning of the tree is probably a bad thing for warriors. It takes the best parts of the tree and moves them out to the front. Having good active abilities sprinkled through a skilltree isn't a bad thing, but having all the good active abilities stuck at the front is. If you restricted it so that you could only take one of them for every five levels of warrior you've taken or something like that, it might work out, although that kind of thing always strikes me as a bit too arbitrary when it shows up.
Also, making the weapon specializations available earlier doesn't really do anything for me. I'm not going to pick one until I find out what late-game weapon I'm stuck with. If I never find a blunt weapon better than a mace, I don't care how good Crushing Blow becomes, because I'm not going to use a warrior who has to face down mid- or end-game troops with an early-mid game weapon.
Another thing is that your tree revision doesn't do anything for allowing the warrior to really diversify - by the time you reach level 5, you've either picked up the good actives or you've worked your way up the Lethal line. Either way, Might isn't going to appeal to you - if you don't have Lethal yet, you'd rather take that because the bonus is much greater, or you'd grab an active ability - and Dragonslayer isn't likely to justify it because that's just too specialized of an ability. Do you really need a bonus versus dragons all that often? I tend not to find enough of them for that to be worthwhile except perhaps if it's slight detour on a line I'm going to pick up anyways, but +1 accuracy and spell resistance per level isn't all that great, and +1 attack from Might is nothing compared to the bonus from Lethal, or the potential bonus from Enmity if you're ready to fight opposite-alignment factions. Reap could be worthwhile as the start to an alternative to the Lethal line, because while you're still at low levels getting that two health per hit could be worthwhile, but as an ability that at best becomes available in the mid-game, it just isn't worth having.
Azunai_'s right, though - most of the stuff in the upper half of the Warrior tree (most of the stuff after Lethal III, really) isn't really worth much by the time you can get to it, because by that point your Warrior probably has to contend with 4- or 5-figure units of troops with leather or perhaps even chain armor and mid-game weapons.
Hm I can see the point towards not wanting to specialize in a Weapon before endgame. I think I thought about that too. So that would mean we would be better off putting those specialized stuff into the backlines of the tree ?
Yeah I would agree on Dragonslayer being mostly useless/pointless but I do not have an idea how to fix that problem.
Hm so you guys think the actives should hide into the tree a bit more maybe behind the lethal line or the reap line?
Also Reap as another starting route really sounds appealing to me.
I am not sure if the Warrior really needs the Endurance trait from the Defender, I was thinking along the lines of having them both very diverse.
Maul as the ultimate goal would be strong I agree. I will try to adjust the tree a little after today.
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