Guide to playing as a warrior

Overview
Warriors are the primary frontline characters, combining heavy armor with melee attacks. Warriors can tank effectively by virtue of their high AL, enabling allied casters to deal damage undisturbed and taking pressure off healers. Warriors can also be DPS machines, well suited to applying pressure and spiking. While warriors do have some damage prevention abilities, they lack self heals. Many warrior skills (offensive and defensive) are adrenaline based, compensating for their limited energy pool.

Attributes
In almost all cases, a warrior will choose to specialize in one of the weapon attributes (axe, sword, or hammer) plus strength and/or tactics.

Strength (Primary Attribute)
Each point of strength grants +1% base armor penetration on attack skills. While this may seem like a fairly weak effect compared to other primary attributes, this makes warriors considerably powerful during spikes. Many useful warrior skills are linked to strength.

Swordsmanship
Skills for sword users focuses mainly on utility and condition pressure rather than pure damage, and can easily apply conditions like Cripple while having access to interrupts such as Savage Slash.

Axe Mastery
This skill line contains axe skills. Axe mastery produces strong DPS and spikes; however it has limited utility, with less interruption and condition infliction capabilities than Swordsmanship and no knockdown capabilities.

Hammer Mastery
The specialty of a hammer using warrior is knocking down your enemy and a huge damage output. Hammer mastery also contains some abilities which are much more effective if you use them on a target that has been knocked down.

Tactics
The tactics attribute offers many stances to block incoming attacks and many shouts. It also has some of the scarce warrior self heal skills.

Selecting a weapon
The damage you deal depends largely on your weapon. Unless you plan to trade/sell a given weapon, it is wise to customize it; customized weapons deal an additional 20% damage.

A warrior should keep an armory to maximize DPS. Some races and creatures have natural resistances and/or weaknesses. For example, ice creatures are vulnerable to fire and vice versa. Note that not all resistances/weaknesses are this intuitive.

Since damage dealt can be increased by up to 30% when using the right elemental/physical weapon, players put themselves at an advantage by bringing appropriate weapon(s) for a given environment/situation. See weapon swap.


 * Axes
 * Despite the wide range between minimum and maximum base damage, axes deal slightly more damage than swords on average (if Axe Mastery is at 11 or higher) because critical hits are based on maximum base damage. Therefore, when using an axe, skills that inflict guaranteed critical hits do more damage. The significance of this varies because the chance of scoring a critical hit depends on the level of the warrior and the target. In PvP, where all characters are level 20, axes tend to have an advantage. In PvE, especially in later areas or in hard mode where opponents are often level 24 and above, this becomes less important.
 * The Axe Mastery line includes the only non-elite, non-conditional deep wound inflicting skill (Dismember) for warriors, making axes popular in PvP.


 * Swords
 * Swords deal slightly lower average and more consistent damage than axes.
 * Sever Artery and Gash is an iconic sword combo, inflicting bleeding and deep wound conditions on a foe.
 * Riposte skills, which deal armor-ignoring damage, require that you have a sword equipped to use them.


 * Hammers
 * Most unconditional knockdowns available to the warrior are hammer attacks.
 * Hammers deal the highest minimum and maximum base damage.
 * Hammers are the only two-handed weapons used by warriors. The increased damage output is offset by the lack of a shield (reducing armor and, potentially, health).
 * Enchantments/hexes that are triggered by hits are less efficient on hammer users due to their lower attack speed.
 * Large creatures are often immune to knockdowns, limiting the usefulness of hammers in PvE.


 * Armor
 * Warriors have the highest basic armor in the game, further boosted by a shield.
 * They have the warrior-unique Rune of Absorption, which provides physical damage reduction. As such, warriors can usually get away with using a major rune to enhance their weapon skill line.
 * Elemental protection can be further augmented with Dreadnought Insignia unconditionally or Sentinel's Insignia while having a level of 13 or more in Strength.
 * Since warriors need to move into melee range of their target and not be blinded, a Rune of Clarity & Rune of Restoration is a good idea.

DPS pressure versus spiking
Warrior builds can be categorized into two types: pressure or spike, though often times there is a lot of gray area. Pressure builds attempt to deal high damage over time, mainly targeted to do consistent damage to burn out monk energy. Sword builds are typically used for this cause, as the high average damage is great for constant DPS in addition to their pressure skills (i.e. Crippling Slash). Spike builds attempt to "spike" damage into short bursts, compressing damage so that monks cannot heal or prot back efficiently. Axe is the choice of weapon, as they contain an easier one-hit deepwound action in addition to their spike-based skills (i.e. Eviscerate, Dismember, Executioner's Strike). There is, however, much crossing over of pressure and spike between the builds. On a pressuring sword bar, for example, one slot is usually left for a quick spike damage such as Final Thrust or Sun and Moon Slash, which can prove vital in killing off low enemies or simply to use for extra pressure. On a more spike-based axe bar, constant deepwounds and damage can also help pressure out the enemy such as the use of Dismember reapplication. As such, most builds have both spike and pressure capabilities, though one may specialize more towards one end.

Be keen to note, however, that team build is a key factor when deciding what warrior build to run. A sword bar, for example, would usually not be seen on a dedicated spike team build. Pressure builds would usually see the most use of axes and swords, while spike builds would usually see the use of axes and hammers. Lots of freedom can still arise in to team builds as well. Some builds are built around quick spikes, where low recharge, midrange damage spikes are consistently spammed to burn energy. Other builds may use a pressure -> spike concept, where the team first pressures an enemy team and then starts calling spikes. There are many possibilities available, and expertly understanding your role in that particular team build is the key to success.

Calling
Calling is the act of "marking" a target (CTRL+attack or CTRL+SHIFT+attack) that sets up a target marker on the party menu, accessible by pressing default "T." Because warriors often initiate the most important or powerful skills on a spike (such as deepwound or knockdown), they are often the callers in a team, with the rest of the team assisting with the spike. Calling can also be a more general term used for strategy calling. This job is also commonly left to the job of the warrior due to their high vocality.

When calling targets, make sure to keep your team's status in mind. Target selections should reflect how well your team is doing for maximum effectiveness. For example, if a quarter of your team is dead and the rest of your party is quickly dying, calling spikes on an enemy monk will do absolutely no good, as a lucky kill on a monk will do no good if you cannot stop the incoming damage/pressure. In this situation, calling spikes or pressure on their frontline/midline will be more beneficial as you stop incoming damage while giving time to resurrect dead party members. Likewise, training enemy warriors to slow their damage will considerably lower your damage due to their high armor. While you should be able to stop most of their damage, you are dishing out no pressure to the enemy team. Knowing when and what to call will lead to the most efficient calling, and experience will greatly help build up calling skill.

Self-heals
Warriors have only two direct non-elite heals (Healing Signet and Lion's Comfort), therefore many warriors depend on their secondary profession for self-heals. However in many situations it is very reasonable not to bring a self-heal at all and to depend on the backline healers, who have more efficient healing skills. Instead, consider bringing defensive skills to reduce the damage taken in the first place.

Since warriors can be rendered entirely useless by the blind and often cripple conditions, a condition removal skill can be useful instead of (or in addition to) a self-heal.

Overextending
Overextending means moving so far forward that your own backline healers can no longer reach you with targeted heals.

IAS
Increased attack speed (IAS) skills allow you to attack faster, considerably boosting a warrior's damage output. All but pure tanking warriors should contemplate bringing one of these stances along, since they are one of the easiest ways to improve a warrior's performance.

Frenzy is generally considered the best all-round IAS skill for PvP; warriors are rarely the focus of attention due to their heavy armor, so the doubled damage taken is not a disadvantage. However, bringing a cancel stance (such as Rush) is a good idea in case your opponents start targeting you. In particular, do not use Healing Signet while in Frenzy; the combination means you will take quadruple damage.

General tactics
Unlike PvP, where tactics change very fast from game to game and sometimes even inside the same game, in PvE your opponents are computer-controlled. Their artificial intelligence (AI) is limited: the foes you will meet will usually have fixed levels, fixed skills bars, work in groups with fixed roles, spawn at fixed points and/or patrol fixed routes etc. There are all kinds of quirks of the AI you can exploit.

Warriors in PvE are used for field control and for applying spikes of damage to selected targets. Unfortunately, the friendly AI is likewise limited and can do neither very well, which leads to many players avoiding the use of warrior henchies or heroes in favor of humans playing warriors, or avoiding them altogether if humans are not available for the role.

Unlike PvP, where you have both spiking and pressure, in PvE spiking is almost always preferred. Pressure doesn't make much sense because it means forcing humans into making mistakes, which is not the case with the AI. Conversely, the AI cannot adapt to losses in their team setup, which means that spiking key foes is often enough to make an entire group fold.

Dealing damage
Warriors deal most of their damage using one of their customary weapons: axes, swords or hammers, by delivering blows at melee range.

In addition to normal weapon damage, warriors enhance their DPS by using IAS skills, which shorten attack times thus "compressing" more damage per time unit. They also add extra-damage skills to their bar, as well as skills that deal AoE damage or create conditions (Bleeding or Deep Wound are very common); but it should be noted that direct extra damage is usually preferred in place of conditions or damage over time. Knock-down is a very sought after, all around useful shutdown. Warriors also tend to invest heavily in their primary attribute, Strength, which confers armor penetration. Weapon upgrades are used to add armor penetration, lengthen conditions on foes or reduce them on oneself.

Warriors have a limited energy pool and limited energy regeneration. Their secondary profession is usually not much help since many energy management skills are tied to primary profession attributes. There are however certain skills as well as the Zealous weapon upgrade which can help in case a warrior wants to choose skills that are energy-based.

The alternative, which many warriors tend to prefer, is using skills fueled by adrenaline, which is gathered naturally during the fight by simply dealing and receiving blows. Adrenaline gain synergises well with IAS and there are skills and weapon upgrades which increase the rate of gain even further or outright deliver bonus adrenaline.

You can of course combine adrenaline and energy skills. There are skills chains which can fuel each other by giving energy and adrenaline returns, respectively.

Other professions can be used to increase damage, either by the warrior herself or by teammates. Skills used by the warrior herself through her secondary can confer special abilites such as poison or elemental damage, while skills used by teammates to increase a warrior's abilities can be very effective and there's a variety of such skills, such as Judge's Insight or Mark of Pain.

Self-defense
Warriors have the highest armor level of all professions, which is further improved with runes and the fact they often carry a shield. From the start this negates large amounts of damage.

Since a warrior is supposed to focus on dealing damage, anything that is not dedicated to this is usually frowned upon. Simply put, if a warrior stops to heal or cast spells, she is not dealing damage. The use of their secondary profession is widely misunderstood by beginner warriors, who tend to invest attribute points into skills having to do with self-healing and self-protection (instead of relegating that role to Monks or other support professions), or skills that increase their damage in less-than-optimal ways (instead of simply relying on Strength and the attribute of their weapon).

The Tactics attribute line in particular contains many skills which are related to self-defense and/or healing. For PvE the preferred approach is largely to ignore this line and focus on Strength and the weapon of choice. However, please note that Tactics can still prove useful in particular circumstances, or for players who have Warrior as secondary instead of primary profession.

Since you are relying on teammates for healing, over-extending out of casting reach of your Monks is just as big a mistake in PvE as it is in PvP.

Particular care should be taken by warriors against skills that can shut them down. In order to be effective, warriors need to see, to move around freely, to stay on their feet, to bypass enemy block and (of course) to actually hit. They therefore need to be wary of Blindness, Cripple, knock-downs, stances that improve enemy blocking, skills that cause the warrior to miss or hexes that punish them for hitting. Condition and hex removal are usually left to teammates such as Mesmers or Monks, but there are secondary professions which can provide cheap self-removal skills such as the Ranger's Antidote Signet or the Assassin's Signet of Malice. Knock-downs can be prevented through the use of certain stances. There are also skills that can strip blocking stances from the enemy or punish them for blocking.

Battlefield control
Since warriors are the ones that directly engage the enemy it is usually their job to: attempt to make the enemy attack them instead of their more vulnerable teammates; prevent the free movement of the enemy; attempt to "ball" them up to facilitate AoE damage and generally direct them to places where their team can dispatch them easier; prevent melee foes from reaching your non-melee teammates; try to reach key enemies (healers in particular) in order to kill them and chase them if they kite.

There is a very wide variety of techniques employed by good warriors in order to accomplish these tasks. Some of them are useful to all professions, such as taking advantage of terrain choke-points and natural cover, pulling, snaring. Some of them are particularly well suited to warriors, such as: body blocking, using tricks that convince the AI to target them instead of their teammates (such as temporarily raising the armor of the rest of the team with "Save Yourselves!"), combinations of IMS and snare skills, target switching, quarter-stepping & quarter-knocking.

Tanking
A particular note must be made in regards to "tanking", which works somewhat differently in Guild Wars PvE as compared to other games or PvP. Usually tanking is defined in terms of slow, durable "meat shields" which absorb enemy damage while doing little else. Unfortunately, in GW PvE the AI is smart enough to be aware of tanking; it will actively pursue and prioritize more vulnerable targets and bypass warriors altogether.

In order to be able to tank, a warrior must necessarily subvert the way AI calculates movement from point to point, particularly by taking advantage of tight corner turns or by creating choke-points with body blocking. Single warriors need appropriate environment obstacles to use in addition to their own body in order to achieve this. Several warriors (or other comparable professions) as well as Necromancer minions (refered to as "minion walls") have to be used when natural obstacles are not readily available. This is not as complicated as it sounds, due to the fact the AI's ability to backtrack and try another route is limited.

Other techniques for tanking involve exploiting the aggro algorithms of the AI using for example "Save Yourselves!" to raise the armor of the rest of the team and make the warrior the most attractive target. This is effective even on short term, because the AI has difficulty switching targets once aggro sets in.

Please note that, while the AI is decent at trying to avoid tanks, it is not able to tank itself. This makes warrior henchmen or heroes of limited use, since they aren't capable of spiking on purpose either. For this reason player groups tend to use human warriors and, when they are not available, dispense of warriors altogether. Minions can be an exception but they need large numbers and a skilled human Necromancer in order to provide effective tanking. Players with Ranger primary or secondary also sometimes use their pets as tanks.

Once the tank has attracted enemy attention or blocked them, it is customary for the rest of the team to contribute primarily with healing and protection spells on the tank, as well as damage buffs (particularly point blank AoE) which allow the tank to do considerable damage herself. They usually avoid attacking the enemy directly in order not to risk diverting aggro to themselves. However, if the body-block is perfectly executed they can also direct AoE spells at the enemy.

What to avoid
Many new warriors fail in their positioning. Overextending (or worse, over-aggroing) is a common pitfall. Similarly, unwise use of Frenzy (one of the most common warrior IAS skills) will get you killed much faster.

Spreading attribute points too thinly around many attributes would leave you with unsustainable skills with marginal effects.

For warriors, it is important to know the hexes placed on them. Some (e.g. Empathy or Spiteful Spirit) rely on you attacking. If hexed with these, it is best to stop attacking and call for a hex removal from your monks.

Finally, warrior builds need to strike a balance between energy- and adrenaline-using skills. Many ineffective builds only rely on one, frequently resulting in a constant shortage of that and a waste of the other.

Melee
The Warrior in Guild Wars is able to excel not just defensively, but offensively as well. Their attacks can cause many conditions such as bleeding or deep wound. Masters of the axe, sword, and hammer, Warriors generally favor focusing on skills from a single mastery, as skills from one line cannot be used while a weapon from another is equipped - for example, regardless of attribute levels a Warrior will be unable to use Decapitate if he or she is not carrying an axe.

The axe deals very high base damage (maximum unmodified 6-28) and has a fast attack rate (every 1.33 seconds), combining with many powerful skills to deal damage, such as Eviscerate. Axes revolve around the condition Deep Wound using it to cause Cripple, Weakness, and to interrupt. However, they have a very unstable damage structure, and the amount of damage dealt can range wildly from 6 or 7 points of damage to 44 with just the customize bonus.

Swords also attack quickly (every 1.33 seconds) and deal more consistent damage than axes (maximum unmodified 15-22) but don't hit as high on a critical (34 with customize bonus). Sword skills can cause Bleeding, Cripple and Deep Wound. Sword skills tend to be expensive but strong. Final Thrust is the strongest attack available when your opponent is under 50% health.

Hammers are the slowest of the weapons (every 1.75 seconds), but each hit deals massive amounts of damage hitting well above 50 damage on a critical. Hammers offer many attacks that can knock down an enemy. (Backbreaker is one such example). Hammers can cause Deep Wound, Blind and Weakness.

More aggressive Warriors take advantage of increased armor penetration through Strength, the warrior's primary attribute. As suggested by the raw damage increase of Strength, Warriors can produce an impressive, steady damage output. While Warriors typically focus on one target at a time, their damage is formidable. Many warriors forgo the use of defensive skills entirely, finding it better to kill their enemies quickly: "The best defense is a good offense". In PvP a Warrior will usually avoid going defensive, choosing instead to deal as much damage as possible to enemy players.

Running
Warriors have stances and shouts that increase their run speed. They make very good "runners" and when combined with a Monk or a Ranger as a secondary profession they can escape from and survive extremely dangerous situations. The use of Warriors as runners has, however, declined since the release of Guild Wars: Nightfall and the Dervish profession, equipped with useful running skills such as Vow of Silence. A useful running build consists of speed enhancements, healing spells and various other skills.

Tanking
Tanking means to act as meat shield for the rest of the party. This play style is applicable only in PvE. Warriors, due to their high natural armor, are better suited to act as tanks than other professions. Tanking is usually done by aggroing a mob and holding their aggro on yourself, allowing your teammates to cast spells at said mob without the fear of being chased and then killed. In doing so you must make sure that there is no one else inside your aggro bubble when you attack, and that others do not come near you until the mob has stopped moving and is focusing the entirety of their wrath on you. However when their backline starts to nuke, make sure that your Elementalists are ready to return the favor.

While tanking you must not cause your mob to flee or change targets, dealing rapid area of effect damage and / or moving will cause the mob to flee/look for new targets.

While tanking, keeping yourself alive is far more important than dealing damage, therefore a shield is a must. Armor mods on the weapon are a good bonus and should be preferred over health mods, unless heavy health degeneration is expected.

Skills that increase your armor are a must, as it is a good way to reduce the amount of damage taken. However, due to the cap of +25 armor (A single skill exceeding this will still take full effect. ex: Mesmer stance- Physical/Elemental Resistance, Elementalist enchantments- Armor of Earth/Kinetic Armor, etc), it is wise to bring only one armor booster.

While having high armor is good way to reduce damage taken, denial stances are even better. Blocking attacks stops bonus damage from hurting you.

Flail and Drunken Master are the IAS skills of choice for PvE.

Two skills that are very useful for tanking are Defy Pain and Endure Pain. These skills increase a warriors health to well over 1000, greatly annoying anyone who is about to kill you, as well as providing damage reduction.

Strength tank
Heavy investment into primary warrior attribute strength and the weapon attribute, with little or no points spent on Tactics. Utilizing a shield and a one handed weapon (preferably an axe) Strength Tank is the party's meat shield, using survivability skills of the strength line to drastically reduce damage taken as well as attacks to deal out blows with high armor penetration. Suitable for dealing with multiple and sources of low to moderate elemental and physical damage as well as dealing considerable amounts of damage and causing Deep Wound.

Tactics tank
Heavy investment into Tactics and weapon attribute (preferably a sword), with little or no points spent on Strength. Capable of utilizing multiple stances of Tactics line to block attacks avoiding damage as well as dealing repeated armor ignoring hits to any melee attackers, with skills such as Riposte. High Tactics makes Healing Signet into a valuable source of self healing, where blocking stances will cover the use of the signet nearly removing it's drawbacks. Suitable for tanking multiple melee-only attackers while not hindered by high damage as hits are avoided.

Hammer warrior
Hammer warriors utilize extensive array of knockdowns and Weakness inducing skills present in the Hammer skill line. Skills such as Magehunter's Smash provides a knockdown that bypasses popular defensive enchantments such as Guardian, and Devastating Hammer which requires a low amount of adrenaline to use.

Condition dealer
Warriors that use extensive array of condition inducing skills to weaken their foes. Quickly building up adrenaline is the key to rapidly dealing out conditions either through skills, rapid attacks or attacking multiple targets. Depending on the weapon the warrior chooses they are presented with different array of conditions. Axes are primarily for Deep Wound, swords for Bleeding and Hammers for Weakness. Follow up with a second condition-inducing skill often results in augmented effect, Dismember may be followed by Axe Twist or Axe Rake resulting in Weakness or Cripple, while Sever Artery may be followed by Gash resulting in Deep Wound. May use Apply Poison to spread Poison as well, especially when combined with such skills as Cyclone Axe or Whirlwind Attack to spread it to multiple foes at once. Must be combined with damage dealing skills to be effective.

Attack spammer
Warriors that use several attack skills in rapid succession to deal consistent moderate damage to single foe. Tend to have high weapon attribute as well as high strength, thus combines well with Strength Tank. Axe or Hammer is advised over Sword for higher DPS. Tend to use high damage attacks such as Soldier's Strike, Power Attack, Counterattack as they have very short recharge. Energy attacks may be fueled by Zealous weapons and/or Warrior's Endurance both combine well with IAS stances such as Flail. Combined with additional condition dealing skills, such as Dismember, may quickly take down individual enemies or spread out damage across several foes. Another common combination is For Great Justice! and Dragon Slash, which can be used in a nearly unending combination. Very effective throughout entire spectrum of PvE and tends to be affected less by Weakness than other warrior types.

AoE damage dealer
Warriors that use physical area of effect attacks to deal damage to multiple foes simultaneously. If you use swords you could use Hundred Blades with Sun and Moon Slash. If you are using an axe try Triple Chop and Cyclone Axe.For hammers you could use Crude Swing and Yeti Smash. Players with Nightfall can also use the PvE skill Whirlwind Attack with any melee weapon to further boost the number of times you can hit your foes (Especially if you are using a sword with Hundred Blades active as it would activate for every foe you attack). Combined with skills that give bonus damage such as a conjure enchantment, Strength of Honor, Brutal Weapon, and Splinter Weapon, the Warrior can increase its damage dealing capabilities even further.

Choice of secondary professions
The Warrior profession combines well with any secondary, as long as you keep in mind their smaller inherent energy pool.

Monk, Ritualist, Paragon, and Dervish are often used to provide a reusable resurrection skill.


 * Ranger
 * Taking Ranger as a secondary does offer advantages to the Warrior class. These include a pet companion, and survival skills (specifically Troll Unguent). In addition, adrenaline can be built up for a warrior with a bow from afar even before the fighting begins (although it is worth noting that a Ranger secondary is not required to use a bow for adrenaline purposes).
 * Antidote Signet (no attribute) is a useful skill that can remove conditions without using energy and only has a 4 second recharge time, and will always remove Poison, Disease, and most importantly, Blind, in addition to one extra condition.
 * Pets (Beast Mastery) are used to great effect in the heroes' ascent gimmick IWAY team build.
 * Poison Tip Signet (Wilderness Survival) is useful for applying poison to one target, without having to spend 15 energy on Apply Poison.


 * Monk
 * Warriors with this combination are often derogatorily named "Wammos", as the disadvantage of Upkeep Enchantments or more expensive spells is that Warriors have only half the energy-income or need a big part of their energy pool. Due to this, many players discourage using skills like Mending and Healing Breeze, as one could have a similar but better effect if using other skills like "Watch Yourself!".
 * However, self heal may be useful during battle, and some skills are handy for farming, as e.g. using Vigorous Spirit with Cyclone Axe or Whirlwind Attack, where the Warrior will gain health every time they hit a target.
 * Mending Touch can remove up to two conditions.
 * Restful Breeze can help regeneration between fights or, for runners, between two bigger enemy crowds.
 * Strength of Honor increases melee damage. With zealous weapons, the upkeep cost of Strength of Honor is even less of a burden.


 * Necromancer
 * Plague Touch can be used to inflict conditions back on enemies. This is particularly useful with Headbutt for an easy daze condition, as, unlike most necromancer skills, Plague Touch is not a spell, so it is not penalized by the Dazed condition.


 * Mesmer
 * Some Skills are useful when farming, e.g. when fighting things that deal elemental damage like Hydras, Mesmer stances like Mantra of Flame are helpful in negating damage and gaining energy. Physical Resistance is also a common skill for solo FoW farming.


 * Elementalist
 * Despite conflicting battle strategies (Warriors have the lowest energy regeneration and total of all the professions, while Elementalists have some of the most expensive spells), there are a few popular skill choices for a secondary Elementalist.
 * Conjure Flame, Frost or Lightning are often used to provide a little extra DPS (when combined with the correct Elemental damage weapon upgrade).
 * Shock is a commonly used skill on Warriors in PvP, as a quick and unblockable Knock down.


 * Assassin
 * Assassin shadow step skills can be useful for warriors that tank. Shadow stepping into the middle of a group while others stay out of range helps to retain aggro during the rest of the battle.
 * Shadow steps can be used by spiking warriors. Also, shadow steps can be used as a great health control strategy, using skills like Death's Charge, Heart of Shadow and Shadow Refuge.
 * In general, Warriors with added Shadow Arts and/or Deadly Arts have increased mobility with shadow step and blocking capabilities with skills like Shroud of Distress, making them tougher to target and eliminate in 1-vs-1 or PvP situations.


 * Ritualist
 * Although it comes under Spawning Power, a Ritualist's primary attribute, Sight Beyond Sight can provide warriors with immunity to the blind condition for around 50% of the time.
 * Splinter Weapon can be used in combination with Whirlwind Attack and Hundred Blades for swords, Triple Chop and Cyclone Axe for axes, or Crude Swing and Yeti Smash for hammers, for a low cost AoE damage.


 * Paragon
 * Enduring Harmony can be used with "For Great Justice!" to fuel high-adrenaline builds over a long period in PvE.
 * Warriors have the advantage of being able to generate adrenaline rapidly due to IAS skills and "For Great Justice!" As a result, they can utilize certain Paragon skills such as Hexbreaker Aria to support their party.


 * Dervish
 * Some Dervish self-heals (such as Natural Healing) can work well, even with a Warrior's low energy pool.
 * Several Dervish attack skills (such as Eremite's Attack and Mystic Sweep) are actually Melee Attacks; as such they can be used with any weapon, such as a Warrior's sword, axe or hammer.