Bulwark

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Bulwark

Bulwark 128 bg.png

Metaclass Warrior
Locked No
Starting Life 120
Life Rating +2
Stat Modifiers
Strength +5
Dexterity +2
Constitution +2
Magic 0
Willpower 0
Cunning 0

Description

blah blah

Talents

Class
Category Name Mastery Locked Talents
Technique Two-Handed Weapons 0.9 Yes Death Dance Berserker Warshout Deathblow
Generic
Category Name Mastery Locked Talents
Technique Combat Training 1.3 No Thick Skin Armour Training Combat Accuracy Weapons Mastery Dagger Mastery


Class
Type Name Mastery Locked Talents
Techniques Two-Handed Weapons 0.9 Yes Death Dance Berserker Warshout Deathblow
Techniques Shield Offense 1.3 No
Techniques Shield Defense 1.3 No
Techniques Archery Training 1.1 Yes
Techniques Superiority 1.3 Yes
Techniques Battle Tactics 1.3 Yes
Techniques Warcries 1.1 Yes
Techniques Combat Techniques 1.3 No
Techniques Combat Veteran 1.3 No
Cunning Dirty Fighting 1.3 Yes
Generic
Type Name Mastery Locked Talents
Techniques Combat Training 1.3 No Thick Skin Armour Training Combat Accuracy Weapons Mastery
Techniques Conditioning 1.3 No
Techniques Field Control 1.0 Yes
Cunning Survival 1.3 Yes

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Strategy

The Bulwark is a powerful defensive warrior, never comfortable without several pounds of steel (or better) on every body part. They utilize both Armour and Defense to the fullest. Their offence consists of weapon/shield combination talents, so one will never see them utilizing two-handed weapons except in the most dire situations.

The Bulwark's defining talent is Shield Wall. This gives Armour, Defense, stun resistance, and knockback resistance. Most of the other talents are expected to be used in combination with it.

On the defensive side, Bulwarks will want to invest in Armour Training, so that they can wear the biggest, hardest, toughest things they can find. This reduces incoming melee damage, allowing a Bulwark to stand toe-to-claw with virtually anything.

In the early game, your offence will be a bit on the weak side. Shield Wall reduces your damage, so you'll want a point or two in Weapons Mastery to compensate (and also Combat Accuracy so you can actually hit things).

Your offense will build up as you acquire more shield-based talents. Shield Pummel stuns and does two hits with the shield. Adding points makes the stun last longer. Shield damage increases with better shields, and with points in Shield Expertise.

The next offensive talent of note is Overpower, which has a large Stamina cost as well as an unfortunate (most of the time!) knockback effect. (On the other hand, if you want the monster to be pushed away for a little bit, this'll help.) However, the pinnacle of the Fighter's melee arsenal is Assault, which strikes 3 times in a single turn, and the last 2 hits are guaranteed criticals. This devastating maneuver uses less stamina than Overpower, and has a cooldown period of only 6.

Fighters have several choices for talent categories to unlock, depending on the direction you choose for your build. The archery talents are generally not worth considering in most cases. You can usually get better results with a good attack rune.

If you prefer a cautious style, the Track talent gives you monster detection capability, and therefore the Field Control tree is probably where you'll want to spend your first category point. You also get Disengage, which gives you a little bit of mobility (though typically in the wrong direction).

Fighters can be built for mobility. They have access to Rush early, and its cooldown improves with invested points. However, the Step Up talent (in the locked Battle Tactics tree) offers mobility that makes most other classes look like they're standing still; at 5/5 it is nearly as good as hitting a movement infusion after every single kill. Combined with an actual movement infusion, or with Rush, to bootstrap the killing spree, they can practically fly from foe to foe across the battlefield.

On the offensive side, Shattering Shout (in the locked Warcries tree) does substantial area-effect damage in a cone. This is the Fighter's only real crowd-control talent. Fortunately it's a good one, easily exceeding 1000 damage per use against sufficiently large numbers of foes. Players who want higher damage output (or ranged damage) should look here.

Antimagic can be made to work with Fighters, although this will enforce rather tight (often frustrating) equipment restrictions, as well as taking away the use of teleport runes as emergency escapes. It will also suck up Generic talent points that could be used for Armour Training, Combat Accuracy, Weapons Mastery, racial trees, etc. However, magic users are a Fighter's worst enemy, since Armour does not reduce spell damage. It makes for an interesting trade-off.

With so many excellent locked trees to choose from, it's tempting to forego extra inscription slots, but a 4th or even 5th inscription can often be a life-saver. The choices are not trivial ones.

For a more in-depth description of a Dwarven Fighter build, see Final Master's blog post.