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Sakuragi's Warrior Guide
Contents |
Note:
This stuff was written at the height of the Kunark era. A lot of stuff has changed for the better since then: the R/C/FFA system means that even warriors in casual guilds can, with some luck and a great deal of time, get an epic and cobalt armor. Velious Beta is here and when it launches for real it brings a lot of midlevel weapons which fill the gap between the Sarnak Warhammer/RMoY tier and the Epic/VP/BotBDE tier as well as some very good yet also easy to acquire armor. Warriors are probably the single most powerful class in Velious: it becomes completely impossible to tank high-end content without them, and they can also do fantastic damage over the longer fights.
So, while none of the technical content or aggro management advice is wrong, some of the bitching about the difficulty of acquiring high-end gear isn't quite as relevant as it used to be.
A Word of Warning
Warriors are something of an endgame class. Let's compare to their cousin, the Paladin. In most group/small raid scenarios, especially when fighting mobs that can be slowed and mezzed (99% of them) the snap aggro of the Paladin will be more important than their tiny disadvantage in pure numerical hitpoints and AC. Plus, their stuns, roots, buffs, heals, and rezzes give them options to help keep their groupmates alive that we warriors simply do not have. In contrast, Warriors shine when facing the toughest of the tough, the monsters so nasty they make the raid encounters page, where our disciplines allow us to survive when any other class would die.
Warriors are also more gear dependent. Both Warriors and Paladins need good armor for hitpoints, AC, and resists. But while Paladins can generate hate by using their spells, Warriors, as you shall see, need elite weapons to do so. And unlike Paladins whose damage is unimportant in the grand scheme of things, warriors can do quite a bit - again, with the right weapons. Since there are many more Warriors, our gear is substantially more expensive, and our epic and sky haste belts are both much harder.
So as a warrior, you are both at your best in and most dependent on a raiding environment. Unfortunately, I don't think much of the raid scene on Project 1999 Blue. Because of the overcrowding at the endgame, Rogean and Nilbog implemented (extremely not-classic) variance: rather than spawning exactly 7 days (or whatever) after being slain, mobs will spawn randomly between 5 and 9 days later. This forces raiding guilds to go to a huge amount of extra work: someone basically gets to sit at the computer for two days on average watching the screen to check if the mob has decided to spawn. At that point, they send out text messages to everyone. Because these spawns can occur at any point in the day, a raiding guild on P1999 is basically a Euro guild and a North American guild welded together for 24 hour responsiveness.
If this sounds like fun to you - and there is absolutely a certain thrill to racing against another guild to kill something first, although for me that thrill is more than counterbalanced by the tracking time and all hours batphoning - then you will have a great time with your warrior. If it does not, realize that if you join a casual guild you will have a much more difficult time acquiring your gear, and you simply won't be as needed. I don't want to discourage new players from rolling on the server - it can be a lot of fun. But the endgame can be frustrating, especially when you are playing an endgame-specialized class. As much as I love my Iksar Warrior, there are definitely times when I wish I'd rolled something else.
Talk to a few people, and if you aren't sure about it I would suggest Monk, Paladin, or Shadowknight. All three of those classes can be effective out of the gate, aren't quite so gear dependent, and have more nuanced gameplay than warriors.
A Tale of Three Spore King Groups
I like to back up what I say with numbers, so here are some parses of damage in and out for three king groups. Pint and Sakuragi are level 60 and geared to the teeth; Azzudnor is only level 55 and wielding the Sarnak Warhammer/Trochilic's Skean combo. Azz actually plays his warrior twink very well; I'm picking on him a bit here to illustrate the importance of levels and gear.
Defense
- Group 1: 21 dps in, Pint [paladin] 53k (83%), Loraen [enchanter] 6k (10%), Diashi [bard] 2k (3%), Grizluk [shaman] 1k (2%), Adaar [cleric] 1k (1%), Magnar [magician] 0k (0%)
- Group 2: 27 dps in, Sakuragi [warrior] 98k (66%), Aaradin [monk] 16k (11%), Bianathon [enchanter] 10k (7%), Grizluk [shaman] 9k (6%), Ponden [rogue] 9k (6%), Zhor [cleric] 6k (4%)
- Group 3: 27 dps in, Azzudnor [warrior] 73.9k (55%), Loraen [enchanter] 25.7k (19%), Zanderr [bard] 22.2k (16%), Etara [sham] 5k (4%), Zhor [4.3k] (3%), Bianathon [4.1k] (3%)
Offense
- Group 1: 137 dps out: froglok ilis knight 98, froglok krup knight 85, Pint 34, MagePets 25, Diashi 16
- Group 2: 217 dps out: Ponden 72, froglok krup knight 61, Sakuragi 50, Aaradin 32
- Group 3: 118 dps out: froglok ilis knight 76, MagePets 25, Azzudnor 23, Zanderr 17
note: GamParse results don't always add up, because not every player was attacking all the time
Results
Group two was the most successful; we got a king after 4-5 placeholders and although we did have to use the exit portal we had a minimum of casualties. Group one also managed to kill a king, but let a mob gate and Pint ended up logging on his shaman to kill a king repop. Group three had several deaths and never really had enough dps to make stuff happen.
Conclusions
- Hasted froglok ilis knights are badass, and Enchanters are a lot of fun.
- Hybrids are simply better pure tanks: Pint's group took over 20% less damage per second. The difference? With his snap aggro Grizluk and Loraen were much more effective. Everything was tashed and maloed and slowed very quickly, and mez breaks were painless. On Loraen I took about half as much damage enchanting for his group (mostly from my charmed ilis knight). Interestingly, all three tanks were hit for an average of 95 damage (yes Virginia, AC is indeed broken).
- From a healing perspective, Sakuragi mostly closes the gap with some 10% more hitpoints for complete heal efficiency and iksar regeneration (6k regen + 8k CH efficiency -> effective dps in of 24)
- Warriors do quite a bit more damage than Paladins: swapping Pint with Sakuragi would cause group 1 to kill 10% faster!
- Gear and levels are extremely important: Sakuragi was tanking 20% more often then Azzudnor, and doing twice! as much damage. Looks like that 1 million PP I paid for good weapons was worth it!
- Good strategy matters more than anything: group two was the best mostly due to a better class combination and picking our spots correctly
- The spore king camp is a lot of fun!
I would like to add that the spore king camp is about the worst case for a warrior threat wise: the myconids are high level and mostly ignore taunting, no matter how vicious the insults, and also have very high MR, meaning tash is almost necessary and multiple slow/mez attempts mean the shamans and enchanters build up a lot of hate. They also don't root very well, which makes mez breaks very painful. I'm sure Sakuragi would do better in an XP group as well.
The Mathematics of Threat Generation
The takeaway here is that you want two fast weapons with good ratios that also proc high-threat spells, while getting as much haste and dexterity as possible. If you are allergic to math, skip this section.
As a warrior, your primary means of generating threat is by beating on your target monster. Every time you swing your weapon, hit or miss, you will generate WeaponDamage+DamageBonus aggro. Some examples:
- L40 Warrior with a Short Sword of the Ykesha in the mainhand: 8+5 = 13 hate per swing
- L40 Warrior with a Short Sword of the Ykesha in the offhand: 8+0 = 8 hate per swing
- L60 Warrior with a Blade of Strategy in the mainhand: 14+11 = 25 hate per swing
- L60 Warrior with a Blade of Tactics in the offhand: 14+0 = 14 hate per swing

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 18
DMG: 9
WT: 2.1 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 14
STR: +10 STA: +15 HP: +50
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Rage of Vallon (Combat, Casting Time: Instant) at Level 50
WT: 2.5 Size: SMALL
Class: WAR
Race: ALL
Your secondary means of generating threat is by equipping a weapon that procs a spell. Your chance to proc is dependent purely on your dexterity: the game computes the number of procs per minute you get (0.5 + 1.5 (dex/255) for the mainhand, half that for the offhand) and then distributes them over your swings. Some examples:
[ProcsPerMin/SwingsPerMin = Procs Per Swing]
- 255 dex, 60 delay weapon, 10 swings per minute, 20% chance to proc per swing
- 255 dex, 30 delay weapon with 100% haste, 40 swings per minute, 5% chance to proc per swing
It's not that hard to put these together (along with estimates for dual wield, double/triple attack, and so on) into a spreadsheet that lets you figure out the estimated aggro for each pair of weapons. Some results (at Level 60, 255 dexterity, 100% haste):
Primary | Secondary | Damage/sec | Hate/sec |
---|---|---|---|
Sceptre of Destruction | Sceptre of Destruction | 73 | 95 |
Willsapper | Blade of Strategy | 68 | 80 |
Blade of Strategy | Sword of the Shissar | 63 | 79 |
Veldrak's Shortblade | Veridix's Shortsword | 60 | 79 |
Blade of the Black Dragon Eye | Ringed Mace of the Ykesha | 57 | 78 |
Blade of the Black Dragon Eye | Dagas | 60 | 70 |
Ringed Mace of the Ykesha | Ringed Mace of the Ykesha | 52 | 70 |
Blade of Strategy | Blade of Tactics | 62 | 66 |
Sarnak Warhammer | Silken Whip of Ensnaring | 54 | 65 |
Ykeshan War Club | Ykeshan War Club | 44 | 64 |
Sebilite Croaking Dirk | Fist of Zek | 63 | 50 |
Blood Point | Blood Point | 54 | 49 |
Blade of Carnage | Blade of Strategy | BLAME | ELETHIA |
These numbers aren't exact: I'm using data from my tests which seem to indicate that spell damage is 1 hate per point, debuffs are 550 hate, Ykesha stuns are 500, pure stuns 400, and poison/disease procs are 750 (this is also why Willsapper doesn't score so well). (Per https://www.project1999.com/forums/showthread.php?t=412540, Weapon procs were all capped at 400 hate for non-casters. 1200 Hate for caster if they are high level enough to scribe the spell. Formula is Mob Total HP/15 = Hate generated. Additionally Disease and Poison counter hate is non existent due to a possible bug created in the last patch.) You can see the testing thread at http://www.project1999.com/forums/showthread.php?t=120110 It's also possible I have a bug in my spreadsheet.
Anyway, it may not be obvious, but these are actually pretty solid numbers. For example:
Player | Hate/sec |
---|---|
Epic Monk + Stave of Shielding | 55 |
Shaman chaining Turgur's Insects 550 hate/9 seconds | 61 |
Epic Warrior | 66 |
Wizard chaining Sunstrike 1615 hate / 9.25 seconds | 175 |
So the wizard will die, but everyone else is looking pretty good. The problem is that procs (and taunt) are horribly random and fights are short. Suppose that our epic warrior is cursed by the random number generator gods and does not proc/taunt at all. Suddenly he is only generating 46 hate/sec. Our Shaman fired slow as soon as the mob hit camp, so it takes our warrior 12 seconds to generate enough threat for the shaman to sit down again. If the group is killing mobs every 25 seconds, that means our RNG-cursed warrior is tanking a whopping 50% of the time.
Fine you say, but what is the chance of being so cursed by the RNG gods? Higher than you think. For an exponential process exp[-ax] the mean is 1/a. In practice this means if you are due for a proc every 20 seconds (255 dex), you'll have to wait 20 seconds on average (not 10 as you would think). The worst case is much worse:
Dex | Proc | PPM | Average | 50% | 25% | 5% |
---|---|---|---|---|---|---|
255 | Both | 3.00 | 20 | 14 | 27 | 58 |
230 | Both | 2.78 | 21 | 15 | 29 | 63 |
200 | Both | 2.51 | 23 | 16 | 32 | 70 |
170 | Both | 2.25 | 26 | 18 | 36 | 78 |
255 | Main | 2.00 | 30 | 20 | 41 | 88 |
140 | Both | 1.99 | 30 | 21 | 41 | 89 |
230 | Main | 1.85 | 32 | 22 | 44 | 96 |
200 | Main | 1.68 | 35 | 24 | 49 | 106 |
170 | Main | 1.50 | 40 | 27 | 55 | 118 |
140 | Main | 1.32 | 45 | 31 | 62 | 134 |
So if you have two proccing weapons and 255 dex, you'll have to wait on average 20 seconds for a proc. 50% of time you'll get one inside of 14 seconds, 25% of the time you'll have to wait 27 seconds, and 5% of the time you'll have to wait almost a minute. If you have only one proccing weapon and less than 200 dex, you'll be waiting over a minute between procs fairly frequently. The point here is that warrior aggro isn't bad as much as it is inconsistent. Having two proccing weapons and high dexterity not only increases your threat but decreases its variance and makes it (well a bit) more predictable.
The other thing issue that Warriors have in Kunark is the huge gap between the
MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 20
DMG: 9
Effect: Stun (Combat, Casting Time: Instant) at Level 46
WT: 2.8 Size: MEDIUM
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NODROP
Slot: SECONDARY
Skill: 1H Slashing Atk Delay: 25
DMG: 10
SV POISON: +5
Effect: Clockwork Poison (Combat) at level 46
WT: 3.5 Size: MEDIUM
Class: WAR RNG BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 22
DMG: 12 AC: 7
Effect: Frostbite (Combat, Casting Time: Instant) at Level 40
WT: 2.5 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 19
DMG: 9 AC: 5
AGI: +9
Effect: Breath of the Sea (Combat) at Level 1
WT: 4.5 Size: TINY
Class: WAR PAL RNG SHD BRD ROG
Race: ALL
Taunt
Taunt is the one skill warriors get to generate hate. When Taunt works (maybe 40-50% of the time depending on relative level) it moves you to the top of the hatelist by 1. This has three effects:
* If the NPC is already attacking you, taunt is nearly worthless (+1 hate) * If the NPC has built up a huge amount of hate on someone else, taunt can be very strong. * Taunt is nearly worthless vs other melee with better weapons
This last point deserves some elaboration. Imagine you, a L50 warrior, have two Ykeshan War Club and are grouped with a Rogue with a Ragebringer and some other suitably twinky offhand. Your primary 'hate ratio' is (9+8)/24 or 0.7, and his is (15+8)/25 or 0.92. So he will generate considerably more melee threat every second. So your taunt will go something like this (all numbers made up):
* Rogue has 1000 hate, Warrior has 700 Hate * Warrior successfully taunts, and how has 1001 hate. The mob turns. * Rogue and Warrior both do 1 round of melee, now the Warrior has 1071 hate and the rogue 1100. The mob turns back to the rogue. * Repeat
The only ways out of this loop are procs or Evade (or FD/Jolt/etc).
Defense (HP vs AC)
If you are being healed by a shaman or druid (or a paladin), AC is all that matters. More AC = greater efficiency.
If you are being healed by a cleric, especially on raid encounters, HP is going to be more important. Raid mobs have very high ATK and AC is not as effective. In addition, you don't care about the average case: it doesn't matter whether you average 25% or 30% when the complete heal hits. What matters is the worst case, i.e. death, and avoiding it. I feel like HP compensates for that a bit better than AC.
So I feel that 1AC is worth about 3HP for raid tanking but more like 5HP while leveling, when mobs have lower ATK scores and it is more likely you'll be healed by a druid or shaman.
Also, slowed mobs are better than any amount of AC. If stuff is slowable, the best defense is a good offense so that your enchanter and shaman can get to work earlier.
Creation
In the long run (and there really isn't any other reason to play a warrior from a min/max perspective) you'll want to max both Stamina and Dexterity. With full Shaman/Enchanter buffs you'll get +80 DEX but only +50 STA, so I suggest setting Stamina to 30 more than Dexterity.
Race | Stamina | Dexterity | Total | Bonuses | Suggested |
---|---|---|---|---|---|
Barbarian | 105 | 70 | 175 | +10CR, doesn't look like an ogre, slam, horned helmets | 10 STA, 15 DEX |
Dark Elf | 75 | 75 | 150 | Hide, Ultravision | 25 STA |
Dwarf | 100 | 90 | 190 | Barrel Roll, +5MR, great stats for a small race | 25 STA |
Gnome | 80 | 85 | 165 | Wallvision, tinkering, being a gnome | 25 STA |
Half Elf | 80 | 85 | 165 | Infravision | 25 STA |
Halfling | 85 | 90 | 175 | Hide, Sneak, XP bonus, Wallvision | 25 STA |
Human | 85 | 75 | 160 | Pornstache, Snack-like names | 25 STA |
Iksar | 80 | 85 | 165 | Regeneration, AC, but no Kunark armor | 25 STA |
Ogre | 132 | 75 | 207 | Stun immunity, huge stats, slam | 25 DEX |
Troll | 119 | 75 | 194 | Regen, cool animations, not as popular as ogres, slam | 5 STA, 20 DEX |
Wood Elf | 75 | 80 | 155 | Infravision, Hide | 25 STA |
From a min-max perspective, Ogres are clearly the best. Aside from having the best stats, a quick back-of-the-envelope estimate shows the value of stun immunity: mobs get their secondary attack every 8 seconds, bash instead instead of kick 75% of the time, hit 50% of the time, and stun 50% of their hits. So if the mob isn't hasted you'll be spending roughly 2 seconds out of 40 (5%) of your time stunned. Depending on how fast your weapons are, that's some 2-3% of your threat and damage (your weapons will be ready as soon as you aren't stunned, so you don't lose all of the time) which isn't gamebreaking but is certainly nice.
Second best are Dwarves, Trolls, Halflings, and to some extent Barbarians which all have nice stats and special abilities (Halflings: hide and sneak for splitting, Trolls: regeneration, Dwarves: sick jump animation). There is no min-max reason to play the other races (especially Dark Elves with their brutal 75 starting stamina AND dexterity), but of course min-max isn't everything and with some effort you'll be able to cap your stats in the endgame anyway. In the long term the lack of Slam is not that important as you'll get stunning Kick at 55.
Last but not least are the Iksar. In Velious their AC and regen bonuses will make them competitors with Ogres, but currently we have been mired in Kunark for the past three years and Iksar Warriors are still wearing ranger armor. Really they are only 5-10% worse than comparably geared Ogres in Kunark (Hakata has tanked just about every mob in Kunark, and Sakuragi has tanked most of them) but people will expect you to be horrible. To these people I have only one thing to say: hiss! hiss!
Disciplines
Warriors get the best disciplines in the game, mainly because many of ours last 3 minutes instead of 10 seconds.
Evasive vs Defensive
These are your bread and butter, and the big reason Warriors trump other classes for endgame tanking. A Warrior with 4000HP and one of these disciplines will outtank a hybrid with 5000HP . . . easily.
Mobs hit for DamageBonus+DamageInterval*Rand(0,20). Evasive causes them to miss more, while defensive reduces their damage interval. What this means is that if mobs have a high DI but low DB, defensive is better, while if they have a high DB but low DI, evasive is better. There is an entire thread devoted to which discipline to use when, but as a general rule of thumb I suggest using defensive for mobs that hit for over 400 max.
Precision
With this discipline you will basically never miss. It's good for about a 50% increase in damage for three minutes, and if the fight lasts long enough you can outdamage the rogues and monks.
Mightystrike/Fellstrike
Mightystrike is best saved for when you are in trouble and below 40% health, when all of your critical hits will be crippling blows. Unfortunately it has a 60 minute reuse time.
Fellstrike is good for the 30 second endgame kills we see on this server and refreshes a bit faster.
Useful Clickies and Procs
With zero class-based utility spells or skills, these items can be extremely useful. There is a reason I have 7
WT: 1.0 Weight Reduction: 100%
Capacity: 10 Size Capacity: GIANT
Procs

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 21
DMG: 10
STR: +5 CHA: -5
SV DISEASE: +10 SV POISON: +10
Effect: Siphon (Combat, Casting Time: Instant) at Level 50
WT: 2.3 Size: MEDIUM
Class: WAR ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 44
DMG: 33
Effect: Tepid Deeds (Combat, Casting Time: Instant) at Level 50
WT: 10.0 Size: LARGE
Class: WAR
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 28
DMG: 14 AC: -5
Effect: Snare (Combat, Casting Time: Instant) at Level 50
WT: 4.5 Size: MEDIUM
Class: WAR RNG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 11
Effect: Boil Blood (Combat, Casting Time: Instant) at Level 46
WT: 2.5 Size: MEDIUM
Class: WAR
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 24
DMG: 9
STR: +4 WIS: +4 INT: +4
Effect: Tashani (Combat, Casting Time: Instant) at Level 35
WT: 1.6 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU
MNK BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 48
DMG: 33
DEX: -10 AGI: -10 HP: +50
Effect: Invoke Fear (Combat, Casting Time: Instant) at Level 40
WT: 10.0 Size: LARGE
Class: WAR SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 50
DMG: 6
Effect: Overthere (Combat, Casting Time: Instant) at Level 50
WT: 3.2 Size: GIANT
Class: ALL
Race: ALL
Clickies (charges)

MAGIC ITEM LORE ITEM
Slot: FACE
Charges: 10
AC: 6
Effect: Superior Camouflage (Must Equip, Casting Time: 9.0) at Level 45
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Charges: 3
Effect: Ensnaring Roots (Any Slot, Casting Time: 1.5 seconds)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: FINGER
Charges: 3
DEX: +2
Effect: Gather Shadows (Any Slot, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

EXPENDABLE Charges: 1
Effect: Aura of Heat (Any Slot, Casting Time: 4.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

EXPENDABLE Charges: 1
Effect: Spirit of Wolf (Any Slot, Casting Time: 4.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

EXPENDABLE Charges: 1
Effect: Null Aura (Any Slot, Casting Time: 4.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Charges: 5
Effect: Nullify Magic (Any Slot, Casting Time: 3.0)
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Charges: 5
Effect: Pillage Enchantment (Any Slot, Casting Time: 1.5)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

EXPENDABLE Charges: 1
Effect: Kilva's Skin of Flame (Any Slot, Casting Time: 10.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HEAD
Charges: 1
AC: 7
STR: +5 CHA: +10 AGI: +5
SV MAGIC: +5
Effect: Ring of Commons (Any Slot, Casting Time: Instant)
WT: 0.5 Size: SMALL
Class: WAR CLR PAL RNG DRU ROG
Race: HFL
Clickies (unlimited)

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 8
DEX: +8 CHA: +5
SV FIRE: +6
Effect: Fire Bolt (Must Equip, Casting Time: 4.0) at Level 40
WT: 3.0 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 35
STR: +15 DEX: +15 INT: +5 HP: +25
Effect: Gather Shadows (Must Equip, Casting Time: 8.0) at Level 50
WT: 7.0 Size: MEDIUM
Class: WAR SHD
Race: HUM BAR ERU ELF HIE DEF
HEF DWF TRL OGR HFL GNM

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 45
STR: +12 DEX: +12 STA: +12 HP: +50
Effect: Invigorate (Must Equip, Casting Time: 15.0) at Level 45
WT: 20.0 Size: LARGE
Class: WAR
Race: ALL except IKS

MAGIC ITEM LORE ITEM
Slot: LEGS
AC: 35
STR: +8 DEX: +8 STA: +8
Effect: Invisibility (Must Equip, Casting Time: 8.0) at Level 45
WT: 7.5 Size: LARGE
Class: WAR
Race: ALL except IKS

MAGIC ITEM LORE ITEM
Slot: ARMS
AC: 25
Effect: Lesser Shielding (Must Equip, Casting Time: 9.0) at Level 45
WT: 6.5 Size: SMALL
Class: WAR
Race: ALL except IKS

MAGIC ITEM LORE ITEM
Slot: FEET
AC: 25
Effect: Strength of the Kunzar (Must Equip, Casting Time: 10.0) at Level 45
WT: 6.5 Size: MEDIUM
Class: WAR
Race: ALL except IKS

MAGIC ITEM
Slot: WRIST
AC: 20
Effect: Shrink (Must Equip, Casting Time: 7.3) at Level 45
WT: 4.0 Size: SMALL
Class: WAR
Race: ALL except IKS

MAGIC ITEM NODROP
Slot: FEET
AC: 1
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 23
DMG: 12
STR: +6 DEX: +6 STA: +6 AGI: +6
Effect: Spirit of Wolf (Must Equip, Casting Time: 8.0) at Level 50
WT: 2.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL
Gameplay (Waving the red flag at mobs)
95% of the 'skill' of playing a warrior goes into making the orc/frog/dragon attack you instead of the robe type behind you. Aside from good weapons/haste/dexterity, your only method to increase your hate is the taunt skill. Taunt (when it works, which isn't all that often) moves you to the front of the hatelist with a value of one more than the previous owner of that dubious distinction (probably a wizard). Taunt is pointless if the monster is already attacking you.
So, how do warriors manage to keep the attention of their foes? Well, first off I have painted the grim worst case picture. Every so often taunt will fail three times and the procs will vanish at the same time, and your groupmates will be thinking 'maybe that fatty SK's XP penalty isn't so bad'. But more frequently the procs will go off or taunt will work and things will be fine. Here are a few other tips and tricks you can try:
Don't worry about it
You really don't have to be tanking 100% of the time. If your groupmates have regen/bardsong/fungi tunics it's actually more efficient to let them get beat on occasionally to maximize those abilities. And the Shaman tanking the slowed mob is going to do way better than you against the full strength version. Finally, the point is to kill stuff: as long as the cleric isn't bitching about mana you're doing fine.
This advice goes double for raids, where mobs will die faster (giving you less time to proc) and frequently players will race each other for xp. If the wizard hits a mob with Sunstrike 4 seconds after you engage, just think of it as giving the Druids something to do. And in the long run you'll finish the raid faster with more damage. When the mobs are harder and people will actually die if they pull threat, they'll be more careful.
Make friends with shaman and enchanters
A good shaman will make any tank look great: you get 750HP for complete heal efficiency, +50 dex for extra procs, and slow dramatically reduces the damage you take. You can also duo with them very effectively once you get some
MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 21
DMG: 10
STR: +5 CHA: -5
SV DISEASE: +10 SV POISON: +10
Effect: Siphon (Combat, Casting Time: Instant) at Level 50
WT: 2.3 Size: MEDIUM
Class: WAR ROG
Race: ALL
Enchanters, aside from being the god class of EverQuest, will max out your haste, give the cleric clarity, and slow the really tough mobs, which all make you look good. Plus all that extra damage from the charmed pet speeds things up a lot as well.
Don't be underleveled
Unlike Clerics who can not unreasonably head to Sebilis at 39 when they get complete heal, a Warrior really can't afford to be underleveled for the camp. It leads to fewer spell resists, getting hit harder, less damage, and fewer accurate taunts. Unfortunately this conflicts with getting good gear; welcome to life as a warrior.
Root a lot
A rooted monster will attack whoever is closest, which if you deliver proper instructions to your groupmates will always be you. It will eventually break (especially with a mage pet in the group) but it gives you some time to proc or successfully taunt. If you are grouped with an enchanter, they should always root anything they mez. Shamans should be slowing the mezzed mob so you only need one taunt to vault over both to the top of the hatelist.
Sneak in extra taunts
If you are comfortably tanking thing 1, taunt is worthless. You can turn off auto attack, target another (mezzed) mob, hit taunt, and revert back to the previous mob (there is a key). This makes it a bit more likely the mob will come for you when mez breaks.
Switch Early
Assuming your group is handling runners well, you should work on breaking mez and building some hate ASAP while they finish beating down the previous one. You take a bit more damage, but your threat will be a lot smoother.
Use a mallet
One or two clicks from the
MAGIC ITEM LORE ITEM
Slot: PRIMARY
Charges: 5
Skill: 2H Blunt Atk Delay: 44
DMG: 14
Effect: Walking Sleep (Any Slot, Casting Time: Instant)
WT: 11.0 Size: GIANT
Class: CLR SHM
Race: BAR DWF TRL OGR IKS
Rage at your groupmates/Laugh at their dead corpses
Even with good gear and good technique, your groupmates are still going to have to compensate for your inconsistent threat. At some point you are going to see 'You will not evade me, HastyWizardX'. About all you can do is remind people before the fight and snicker when they die (or rage out if the cleric saves them and then you have to wait 5 minutes to get some mana back).
Watch your parser
At 60 with good weapons, Warriors do quite well - 65 dps or so seems average.
Gameplay (the other 5%)
Positioning
Warriors are generally responsible for putting the mob in a good place. Unfortunately, dragging the mob around is rather difficult as Warriors are usually happy just to be first on the hate list, let alone first by such a large enough margin that the mob will actually chase you with other players in melee range. Even if it sufficiently enraged, attempting to position a summoning casting mob will usually result in 'You will not evade me, WarriorX' immediately followed by 'a froglok ilis shaman begins to cast a spell' and by this time you've probably aren't first on the hate list anyway.
Therefore, you have to pretend you aren't a boneheaded Ogre and think ahead. It's not really that hard to figure out where the melee push is directed, and it shouldn't be directly into a wall. Having a few hotkeys to the effect of 'get on the other side' or 'get on my side' will help, although it may take a few repetitions to get the rogue out of his chemically induced Netflix trance.
Positioning is especially important for mobs which can gate; everyone needs to be on the same side with space to push for the last 20%. Stunning kick (or slam) helps there as well, but many mobs are just stun immune anyway.
You should also know figure out which direction mobs are likely to flee, and position them so they are facing the other way. When they hit 19% they will rotate, which gives you and your group another half second to beat on them before they jet off at warp speed.
Solo
Assuming you have the right toys, warriors can solo adequately. The most important ones are the
MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 44
DMG: 33
Effect: Tepid Deeds (Combat, Casting Time: Instant) at Level 50
WT: 10.0 Size: LARGE
Class: WAR
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 28
DMG: 14 AC: -5
Effect: Snare (Combat, Casting Time: Instant) at Level 50
WT: 4.5 Size: MEDIUM
Class: WAR RNG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 11
Effect: Boil Blood (Combat, Casting Time: Instant) at Level 46
WT: 2.5 Size: MEDIUM
Class: WAR
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 48
DMG: 33
DEX: -10 AGI: -10 HP: +50
Effect: Invoke Fear (Combat, Casting Time: Instant) at Level 40
WT: 10.0 Size: LARGE
Class: WAR SHD
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 21
DMG: 10
STR: +5 CHA: -5
SV DISEASE: +10 SV POISON: +10
Effect: Siphon (Combat, Casting Time: Instant) at Level 50
WT: 2.3 Size: MEDIUM
Class: WAR ROG
Race: ALL

MAGIC ITEM
Charges: 3
Effect: Ensnaring Roots (Any Slot, Casting Time: 1.5 seconds)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

LORE ITEM
Slot: CHEST
AC: 21
STR: +2 DEX: -10 INT: +2 AGI: -10
Effect: Fungal Regrowth (Worn)
WT: 2.0 Size: SMALL
Class: WAR CLR PAL RNG SHD DRU MNK BRD ROG SHM
Race: ALL
Pulling
Nothing is more fun than a warrior announcing he has 12 mobs incoming to the group. Get a bow so you don't have to tag stuff, and strafe back so you don't take quite so much damage. Unfortunately ranged weapons are not really a feasible way to do damage: they have horrible ratios for 2H weapons, don't double attack and have no damage bonus.
Disarm 99% of the time this skill is useless, but every now and again you disarm a quadding beast into a much more manageable doubling bunny. So practice this skill whenever you can.
Progression
By far the most important thing as a warrior is to be social and have a long friend list. You can't solo well, and you are so gear dependent that you are going to be relying on other classes to help you with quests and such. You aren't going to level quickly anyway, so take it easy, chat, and be nice (think Road House). Expect to have to form a lot of your own groups.
Twinks
None of the high-ratio weapons will proc at low levels, so the twink warrior must choose between high-ratio weapons like the
MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 18
DMG: 10 AC: 4
CHA: +2 AGI: +2
SV MAGIC: +5 SV POISON: +5
WT: 3.2 Size: MEDIUM
Class: WAR BRD ROG
Race: ALL

MAGIC ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 40
DMG: 25 AC: 5
STR: +5
SV MAGIC: +5
WT: 15.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 25
DMG: 6
Effect: Obsidian Shatter (Combat, Casting Time: Instant) at Level 16
WT: 2.5 Size: MEDIUM
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL

LORE ITEM
Slot: CHEST
AC: 21
STR: +2 DEX: -10 INT: +2 AGI: -10
Effect: Fungal Regrowth (Worn)
WT: 2.0 Size: SMALL
Class: WAR CLR PAL RNG SHD DRU MNK BRD ROG SHM
Race: ALL
1-20
Life is pretty easy at low levels. Kunark has been out so long that you can cheaply acquire nice mid-level weapons like the
MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 22
DMG: 10
CHA: +5 HP: +25
SV COLD: +15
Effect: Rain of Fire (Combat, Casting Time: Instant) at Level 45
WT: 2.5 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 25
DMG: 11
STR: +8 STA: +8
SV DISEASE: +10 SV POISON: +10
WT: 1.2 Size: MEDIUM
Class: WAR PAL RNG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 30
DMG: 16
STR: +20 CHA: -10 AGI: -20 HP: +25
WT: 7.5 Size: MEDIUM
Class: WAR
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 24
DMG: 8
STR: +5 DEX: +5
WT: 4.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 22
DMG: 11
STR: +5 DEX: -5 STA: +5 AGI: -5
WT: 3.4 Size: MEDIUM
Class: WAR
Race: ALL

Slot: FINGER
AC: 5
HP: +55
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Your groups will be loaded down with twinks and fungi tunics and high-level buffs, and the monsters aren't that hard anyway, so just relax and roflstomp. You won't have proccing weapons at this stage and taunt will be borderline worthless, so don't worry if you aren't tanking much - you'll still be doing decent damage. Save bone chips, spiderling silk, and high quality pelts to sell. All of the major starting areas have their respective noob dungeons which are pretty solid, especially Crushbone where you can sell belts and pads for decent money. You can also farm the famous Nybright Sisters in Lesser Faydark; they frequently drop Bronze weapons.
20-40
The game gradually starts to feel like unforgiving classic EverQuest, and you aren't as overgeared as you were before. You can start to think about acquiring proccing weapons, but unfortunately the ones that proc at your level have horrible ratios, like the
MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 32
DMG: 7
SV COLD: +6
Effect: Stun (Combat, Casting Time: Instant) at Level 15
WT: 4.3 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD SHM
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 20
DMG: 3 AC: 3
Effect: Stun (Combat, Casting Time: Instant) at Level 25
WT: 3.0 Size: TINY
Class: WAR RNG BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: WAIST
Haste: +21%
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
The best dungeons are Upper Guk, Solusek A (camp near the zone to Sol B), Unrest, and Mistmoore. Get a mage to summon you some weightless bags and loot fine steel weapons and bronze armor; they'll sell for 5p each. At the end of your session, get someone to kill you in a duel - no-rent items won't poof on a corpse.
40-50
This is probably the worst part of your entire leveling experience. You do get your first decent proccing weapon, the
MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 24
DMG: 9
Effect: Ykesha (Combat, Casting Time: Instant) at Level 40
WT: 3.0 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 22
DMG: 8
Effect: Ykesha (Combat, Casting Time: Instant) at Level 37
WT: 2.2 Size: MEDIUM
Class: WAR
Race: ALL except ERU HIE

MAGIC ITEM NO DROP
Slot: SHOULDERS
AC: 9
DEX: +7 MANA: +15
WT: 4.5 Size: SMALL
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: BACK
AC: 12
DEX: +13
SV DISEASE: +10
WT: 0.0 Size: LARGE
Class: ALL
Race: ALL

MAGIC ITEM
Slot: FACE
AC: 3
DEX: +7 CHA: -9
WT: 1.0 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL
50-59
Things significantly improve over the Kunark levels. Your skills gradually match a monk's, and you get the best disciplines in the game. Join a casual guild and cover yourself with excellent hate and sky armor, including the
MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 10
STR: +5 STA: +5
SV FIRE: +5
Haste: +21%
WT: 0.1 Size: SMALL
Class: WAR
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 20
DMG: 9
Effect: Stun (Combat, Casting Time: Instant) at Level 46
WT: 2.8 Size: MEDIUM
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 28
DMG: 14 AC: -5
Effect: Snare (Combat, Casting Time: Instant) at Level 50
WT: 4.5 Size: MEDIUM
Class: WAR RNG
Race: ALL

MAGIC ITEM LORE ITEM NODROP
Slot: SECONDARY
Skill: 1H Slashing Atk Delay: 25
DMG: 10
SV POISON: +5
Effect: Clockwork Poison (Combat) at level 46
WT: 3.5 Size: MEDIUM
Class: WAR RNG BRD ROG
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 21
DMG: 10
STR: +5 CHA: -5
SV DISEASE: +10 SV POISON: +10
Effect: Siphon (Combat, Casting Time: Instant) at Level 50
WT: 2.3 Size: MEDIUM
Class: WAR ROG
Race: ALL

MAGIC ITEM
Slot: FEET
AC: 5
WIS: +9 INT: +9
WT: 2.5 Size: MEDIUM
Class: ALL
Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR HFL GNM

MAGIC ITEM LORE ITEM
Slot: FINGER
AGI: +9 HP: +80
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM NODROP
Slot: FEET
AC: 1
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL
60
Congratulations, Warlord, you aren't done at all! You still need a decent haste item and weapons, and ideally a bit of Cobalt. If you are willing to batphone at all hours and track 20+ hours a week, you'll have little trouble, and all your gear issues will be solved after a few months.
If you aren't willing to do this or just don't want to leave your friends in CasualGuildX, your life is substantially harder. Your best option in my opinion is to try to scrape together 300k to buy Veeshan's Peak rots; practically everything in there has a solid ratio and an excellent high threat proc. I would take a
MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 19
DMG: 10
CHA: +4 INT: +4
Effect: Shrieking Howl (Combat, Casting Time: Instant) at Level 50
WT: 4.5 Size: MEDIUM
Class: WAR BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 13
STR: +10 DEX: +5 STA: +10 AGI: +5
Effect: Froglok Poison (Combat, Casting Time: Instant) at Level 50
WT: 4.5 Size: MEDIUM
Class: WAR BRD ROG
Race: ALL

MAGIC ITEM
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 22
DMG: 10
Effect: Ykesha (Combat, Casting Time: Instant) at Level 50
WT: 3.9 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 14
Effect: Envenomed Breath (Combat, Casting Time: Instant) at Level 50
WT: 0.5 Size: MEDIUM
Class: WAR SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 5
STR: +12 DEX: +6 STA: +12 AGI: +6
SV MAGIC: +5
Haste: +41%
WT: 2.0 Size: MEDIUM
Class: WAR
Race: ALL

MAGIC ITEM
Slot: BACK
AC: 10
DEX: +9 AGI: +9 HP: +50
SV FIRE: +15
Haste: +36%
WT: 0.1 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM
Slot: WAIST
AC: 5
STR: +10 DEX: +10 STA: +10
Haste: +31%
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: BACK
AC: 10
STR: +4 DEX: +4 STA: +4 CHA: +4 WIS: +4 INT: +4 AGI: +4 HP: +75 MANA: +75
WT: 1.0 Size: MEDIUM
Class: ALL
Race: ALL
If you can make it to 60 and acquire good gear as well, you'll be the best tank in the game, with the most hitpoints and armor class, damage only slightly behind monks, solid threat, and the best disciplines in the game. Paladins, Shadowknights and even Monks can tank Kunark content adequately if not well, but if Velious ever comes out Warriors are going to be head and shoulders above everyone else in the tanking category.