Wartales: First Impressions and Discussion Thread

Nimran

Habitué
Messages
199
I’m gonna go ahead and make a thread about this game, since it’s really fun, and it seems like there’s some interest from fellow posters.

I‘ll start it off by giving some of my first impressions. I haven’t beaten the game yet (too busy restarting for different team ideas), but each time I have learned something different, and it may come in handy.
 

Nimran

Habitué
Messages
199
Wartales is a game set in a fictional, low-fantasy setting where you take control of a small, fledgling mercenary company and lead it to greatness in a land at war, dealing with not only the war itself, but also the consequences that it has incurred. The game has five zones, called counties, and each county has its own central plot line, as well as a number of side quests and exploration opportunities available. There are also more generic missions where you hunt down bandit gangs for coin.

The county plot quests mainly deal with helping with (or further exacerbating) the main problem that is afflicting the local area, likely caused by the war. For instance, Tiltren county, the first county you play in, has a serious refugee problem. The refugees come to Tiltren to start over, but the locals don’t like them, and want them to leave. This causes the refugees to turn to banditry and thievery to get what they need, which makes the problem worse for everyone, as now the local government is getting involved in shutting them down.

Your company gets to side with either the refugees/bandits or the locals. As far as I can tell, the rewards for completing the quests are the same no matter which side you pick, so it’s really just a matter of preference.

This all sounds good, but there is actually very little nuance when it comes to making decisions. There is no alternative path where you convince one or both sides to ease up a little and make things more agreeable for both sides. You are just mercenaries, however, not diplomats, so it’s not a big deal for me.

The game is fully voice acted, I believe, but the story and characters aren’t the main draw of the game. The core of the game’s entertainment value comes from the team composition and builds that you can create. You start a new game with a short choose-your-own-background sort of opening, where you decide things like your starting classes and resources, as well a a teamwide advantage and disadvantage before you get to customize your characters.

There are six classes in the game, each with their own skill trees and specializations, and each skill tree can satisfy multiple builds. The classes are:
Swordsman
Warrior
Brute
Ranger
Spearman
Archer

The swordsman, warrior, and brute can choose whether to overcompensate for something with a big 2-handed weapon, or to bring an actual board along and use it as a shield (at least until you get a decent shield later, either by forging one, or by finding/buying it). On top of that, each character gets a utility skill that can supplement or complement a build you might have in mind. This ranges from an attack skill, to a sprint, to a small healing skill that clears negative status conditions, such as poison or burning, from another character (specifically another character, for some reason characters can’t heal themselves).

On top of THAT, you can also give your characters traits. These are small buffs that add different stats and conditions to a character. You can select one for free, but if you want a second one you’re gonna have to balance it out with a negative trait.

After you start and play the game a bit, your characters will gain levels. Every time a character levels up, they get to choose one of three randomly chosen stats to put more points in, like strength and constitution, etc. two of those stats have a single plus sign next to them, while the third one will have two. The one that has two will give you two points in that stat, while the sad, lonely plus signs that stand on their own will only add one point. There is a knowledge perk that gives you better control over this, but I haven’t gotten to that point in this review yet.

When the character’s reach certain milestone levels, they gain a new skill from their class skill tree, including a specialization that basically decides what kind of build you’re going for. Swordsmen, warriors, and brute get their specialization at level two, while archers, rangers, and spearmen get theirs at level three. These specialization provide a small stat boost (equal to a level up, on top of the actual level up), a new skill, and an armor proficiency. Yep, until you reach these levels, your merc can’t wear any decent armor, only rags. It is perhaps worth also noting that characters with armor proficiency cannot wear armor heavier than their proficiency allows, but they can wear lighter armor. At some point I’ll drum up a class guide or something to give my opinions on the different classes, and their specializations and skills.

In addition to classes, as you wander around the map, clicking on things, and finding your way into towns and other locations, you may acquire something called a profession. These professions are like classes, with their experience levels and all that, but don’t really determine one’s effectiveness in battle, at least not directly. The list of professions you can find are:
Alchemist
Angler
Bard
Blacksmith
Cook
Miner
Scholar
Thief
Tinkerer
Woodcutter

All professions come with their own mini game to determine how well the character does their job. The mini games are pretty simple, but for some reason I just can’t do well with the fishing (angling?) one, so I pretty much don’t bother with that one. Professions do not override classes, but coexist with them. You can have a swordsman, who is also a blacksmith. You cannot, however, have more than one profession for a single character, which means that if you want them all, you’re gonna have to recruit some new members.
 

Nimran

Habitué
Messages
199
In order to recruit new units, you need money (krowns, they call it) and influence. You get both from completing and turning in missions. You can also get influence from other sources, so it’s not too hard to farm. You can get new recruits at an inn in town, or from the local prison (not recommended, as prison recruits have more negative traits). You can also occasionally find a recruit outside of the major settlements. Sometimes, these guys will require something else to recruit them, like medicine to save a guy’s life. That guy will then offer to join you for free (except for the medicine).

Remember way back when I mentioned the knowledge perk? Well, I do. Exploring the map or finding books in somewhat hidden locations can award you knowledge points. You can spend these knowledge points on perks either serve a practical purpose for your company or provide a QOL change, such as giving you a run button while on the area map. While some of these perks are available at the start, others have to be unlocked first.

In addition to knowledge, you also have paths. Paths offer perks, just like knowledge, but they require a little bit more effort than just wandering around and finding books. You actually have to do things, achievement hunter style, to gain path levels, which give you perks, some of which are very good. There are four paths that you can level, each of which has its own list of perks. The four paths are:
Power and Might
Trade and Craftsmanship
Crime and Chaos
Mysteries and Wisdom

Power and Might deals with combat, I believe. Trade and Craftsmanship deals with, well, trading and crafting. Crime and Chaos goes hand-in-hand with thieves and stealth. Meanwhile, Mysteries and Wisdom is increased through exploration and collection of resources. You’ll be gaining experience in all of these, though the rate at which you do will depend on your play style.

As you can probably tell, there’s a lot of depth that goes into building your band of mercs. In addition to recruiting, you have to feed them and pay wages once every few days. This becomes more expensive as your band gets larger, which feeds the vicious cycle of getting more work to recruit and support more members to get more work. But that’s basically the game. The story is basic and not very interesting, and you make the characters’ stories yourself as you play.

Combat is turn based, but you decide which order your mercs take their turn. This adds a layer of strategy to the combat, because you can freely choose which character moves at which point of the round, and that’s very handy considering the heavy emphasis the combat places on engagement.

Engagement is a very interesting mechanic. In combat, if a melee unit attacks an enemy in combat, they engage with that enemy, forcing them to either fight back against the attacker or take an opportunity attack to disengage. An engaged unit cannot move or attack any other unit besides the one they are engaged with, without disengaging. This means that, with tactical placement of your mercs, you can lock down ranged units and more dangerous adversaries with an appropriate unit that counters them before they get their turn, and unless they or an ally of theirs has a skill that gets them out of it, they have no real choice but to accept their fate and flail helplessly as you kill them. :)

One final thing, before my long-winded thesis on Wartales is through: you can capture enemies in battle instead of killing them. This includes human enemies, as well as wild animals you find in the wilderness. I for one have only taken a human prisoner once, as I didn’t see much point in it. You can take outlaws to the prison and turn them in to reduce suspicion, another mechanic where committing crimes can raise the county’s suspicion level, which can lead to a warrant for your arrest and/or death if your suspicion level rises high enough. You can also take part in some human trafficking and sell them to slavers for a small amount of influence, but I just… don’t. A third option exists where you can make your prisoners happy enough that they’ll want to join your team, but from what I can tell, it takes a while for them to like you enough to want to do that. Too long, for my tastes. I just let my one prisoner go after so much time had passed. It wasn’t worth feeding the extra mouth.

Animals, on the other hand, if you can successfully capture them, they join your team immediately, which is kinda cool! Also expensive, it turns out, since animals eat a lot of food, while they don’t cost anything in wages. They’re also understandably weaker than the human recruits, for the most part. I hear bears are great tanks, but I’ve never actually seen one yet. Wolves have a skill that gives them +50%(!) crit chance if you have three or more of them. That’s not an extra 50% of their crit chance, it’s taking a wolf with a 3% chance to crit, and putting a 5 in front of the 3, and now that wolf has a 53% chance to turn a hit into a critical hit! The downside with wolves is that they aren’t very durable, and will often die when engaged. It’s worth noting that you CANNOT control animals unless you have a certain skill, so the wolves will often just run in and die, while delivering some admittedly juicy critical hits along the way.

I think I covered everything I know about the game. This is all the information I got from spending almost a day’s worth of hours in this game. I don’t consider myself an expert; there are probably going to be some conflicting opinions here and there. But I believe I know enough to recommend this game, at least for people who love figuring out team builds and turn-based combat. I’m one of those people, so I’ll keep playing it. Now, I’ve spent the better part of my day on this post, and I’m tired, so I’m gonna go play.
 

Cahir

Innkeeper
Staff member
Messages
483
Thank you for a detailed summary, Nimran. That's very insightful. I'll definitely try Wartales at some point after I finish my The Witcher 3 run.

One final thing, before my long-winded thesis on Wartales is through: you can capture enemies in battle instead of killing them. This includes human enemies, as well as wild animals you find in the wilderness. I for one have only taken a human prisoner once, as I didn’t see much point in it. You can take outlaws to the prison and turn them in to reduce suspicion, another mechanic where committing crimes can raise the county’s suspicion level, which can lead to a warrant for your arrest and/or death if your suspicion level rises high enough. You can also take part in some human trafficking and sell them to slavers for a small amount of influence, but I just… don’t. A third option exists where you can make your prisoners happy enough that they’ll want to join your team, but from what I can tell, it takes a while for them to like you enough to want to do that. Too long, for my tastes. I just let my one prisoner go after so much time had passed. It wasn’t worth feeding the extra mouth.

Actually, I'm not if this is true, but I read (or heard) somewhere that it's worth recruiting prisoners sometimes, because some of them have unique professions, that you can't get otherwise. I'm curious if this is true.
 

Nimran

Habitué
Messages
199
Thank you for a detailed summary, Nimran. That's very insightful. I'll definitely try Wartales at some point after I finish my The Witcher 3 run.



Actually, I'm not if this is true, but I read (or heard) somewhere that it's worth recruiting prisoners sometimes, because some of them have unique professions, that you can't get otherwise. I'm curious if this is true.
Well, it is true that I think it takes too long, but that’s just me. As for whether or not it’s actually worth it, well, that depends on the player. I have heard the same thing about unique classes, and to be honest, I may try it out again with one of those. As I’ve typed, I only took one human prisoner so far, so I’m far from an expert on the subject.
 

Nimran

Habitué
Messages
199
I’m gonna make a few more points that are worth mentioning here.

While combat is turn-based, traveling the map is in real-time (with pause), which is important to know, because there is a fatigue mechanic in the game. As time passes on the travel map, your band’s energy will gradually deplete itself. There is a narrow yellow bar at the top of your screen, located beneath the county’s name and the in game time of day, that shows this, as it gets smaller. Once it runs out, your team gets tired, and you need to set up camp and rest, or sleep in an inn.

Which brings up camping. While camping, you can assign different tasks to characters to either craft things, cook meals, lounge around, man the party chest, etc. most of these things will need to be crafted first, but when you do, you will actually see your campsite go from being a sad little campfire and a table, to a full-size base of operations. Here is tinkerers do their crafting, cooks do their cooking, and thieves launder their stolen goods to be kept or sold ‘legally’. Once (or before, you can do all of this in any order) all the camp activities are finished, you can activate the campfire to eat some food and rest up for another stint of walking (or running, if you have the perk).

You will also occasionally need to pay wages when you rest, and some characters might have something to say in camp (shown by having a little ‘?’ above their head) that will provide some character development and add some positive, or negative, details to that character that you get to choose from a small selection of possible reactions that character can take. This is where pretty much all of the character development happens, from a story perspective. I like it, though. It suffices to provide some into a character’s potential mindset.
 

Nimran

Habitué
Messages
199
I did forget to talk about Valour Points in the combat section of my review, which I shall rectify right now. After resting at camp, your party receives a number of points called VP. In combat, these VP are represented by little gold diamonds, and they are a resource that you spend when performing skills that aren’t just the basic attack in combat. They are universally kept and spent across your whole party. If one character uses a skill, spending VP, then the whole party’s VP pool goes down, and you don’t get them back after a battle ends. Instead, you have to rest in camp to get some of your VP back (perks will increase the number of VP you gain from resting, as well as the party’s max VP).

There are also skills that characters can choose upon leveling up that regain VP under certain conditions, such as when a character ends their turn next to an ally or enemy, when they engage with an enemy, etc. the VP gained from these skills is temporary, and doesn’t carry over into the next fight, so use skills wisely, or you might not have the VP to use them when it really counts.
 

Nimran

Habitué
Messages
199
Next, I will talk about the classes, their specializations, and other character customization options, like weapons and weapon skills. I won’t cover every skill, because that would take even more time to write up, but I will cover the specializations.

There are six classes in the game, separated by what kind of weapon they use in combat. You cannot mix and match different weapon types, for instance, you can’t equip a hammer or dagger on a swordsman, but you can give that swordsman a two-handed or one-handed sword, depending on whether you need a tanky sword-and-board guy, or a heavy hitting, wide swinger. That’s pretty much the difference between the two weapon sizes: one allows for a shield, while the other can hit more than one enemy per swing (also allies, if you’re not positioning units carefully).

I like every class, honestly. I don’t have a favorite, or a class that I hate. They all have their differences, for sure, but I can actually say that I don’t have a preference. I do lean more towards damage builds than leader-type buffing builds, however, which somewhat controls my outlook on the specializations. For instance, I believe the best tank is a character who can deal damage as well as tanking, but there are other tank builds that can buff themselves and allies in an area around them instead. None of these build options are the wrong way to play, however. Play them however you like.

All specializations give an armor proficiency and a skill. These skills are usually crucial for a build, so it’s important to know which one you want.

All of that said, I think it’s time I got started.

In alphabetical order:

Archer— Archers carry bows, and are essentially your only ranged option among non-prisoner characters. Magic doesn’t exist in Wartales (druids exist, but they’re not magic druids, just normal ones). If you want ranged support, you’ll have to get a few of these guys for it. Not that I’m complaining, since a well-positioned and kitted out archer can wreak havoc on enemies from afar. They have three specializations to choose from, that they get at level 3. All three of them can only wear up to light armor.

The archer specializations:
Hunter (light armor proficiency, Recoil attack skill)— Useful for breaking a disadvantageous engagement. Recoil knocks the target back and applies a slowdown effect to hinder their movement. This can break an engagement and give your beleaguered ally some room to breath. It’s also useful for keeping enemies from chasing your archer, but if you’re using it for that, then you need to change your tactics. Archers aren’t supposed to get chased at all.

Beastmaster (light armor proficiency, ATTACK! attack skill)— Despite the hilarious name of this skill, it’s very situational. All allied animals next to the target immediately jump him with attacks of opportunity when you use it, which means you need animals, and you need them be within melee range of your target. Otherwise, it doesn’t do a damn thing.

Infantryman (light armor proficiency, Barrage attack skill)— My personal favorite among the archer specializations. Barrage gives you an Xcom-style overwatch skill, that can hit up to three enemies who move inside the covered area. Great for harassing mobile enemies, like rangers, who like to run around stabbing people who are engaged, or for doing some preemptive damage to enemies trying to close in on your group.

Those are the archer specializations.
 

InGameScientist

Habitué
Messages
35
I will also add (since I'm in the middle of making a whole video series about this) that the traits you can choose at the beginning will also change over time. The cool thing about this is that I think (please don't quote me on this) it depends a bit on what you make your characters do.

For example, one of my shield-wielding characters gained the trait "Shield Connoisseur" during battle for (my guess) blocking incoming hits with his sheild. There's a whole list of them here (https://wartales.fandom.com/wiki/Traits) and like Nimran said, it makes for fun building out your company!
 

Nimran

Habitué
Messages
199
Brute— Brutes use maces and hammers, and are quite effective at punching through armor. They also have the best defensive skills out of all the other classes, which makes them the best tanks, imo. Brutes can wield one-handed maces and shields for tanking, or two-handed hammers to bash multiple skulls in at once.

The brute specializations:
Vanguard (medium armor proficiency, Relentless Charge attack skill)— Relentless Charge causes the user to run in a line, doing damage to enemies along the way and slowing them down. It’s also safe to use, as there’s no friendly fire using this skill. Great for the added mobility, though the loss of heavy armor proficiency can be difficult for tanks to cope with. It’s great for damage dealers with big hammers, though.

Smasher (medium armor proficiency, Poisoned Impact attack skill)— A very niche character build, the Poisoned Impact skill poisons enemies who are already bleeding. Since most of the brute weapons don’t cause bleeding, this skill is mostly worthless. The only way I see this having any real effect is if you’re fighting high hp, unarmored enemies who are already being chopped up and bloodied by someone else. Bears come to mind. Otherwise, I’d say pick one of the other specializations. They’re more useful in general.

Destroyer (heavy armor proficiency, Weakening Blow attack skill)— Now this is a tank! The Weakening Blow skill afflicts the target with weakening, lowering their damage by 30%. Combine that with heavy armor, a shield, and several other class skills you can choose from, and this guy can handily withstand hits that any other unit would be afraid to take. I always make sure to engage the scariest opponent on the field with one of these, and they have never failed to hold that foe in place while the other mercs mop up the extras. If you’re really lucky, you can find a mace that doubles their guard (damage reduction) after every swing, making them almost unkillable in most fights.
 

Nimran

Habitué
Messages
199
Ranger— The ranger is this game’s rogue, carrying a dagger and stabbing people from behind. They are not tanks, so make sure you don’t treat them as such. Rangers get their specializations at level 3.

The ranger specializations:
Cutthroat (light armor proficiency, Frenzy attack skill)— The generic idea of the backstabbing rogue, the attack skill unleashes multiple attacks if positioned behind an enemy. It’s a solid skill, but it requires an enemy to already be engaged with an ally for maximum effectiveness. Boosting crit chance on level up makes it a blast to use.

Strategist (light armor proficiency, Smokescreen attack skill)— Now this is a juicy start for a build. Smokescreen forces enemies in an area to disengage from any engagement they are in, prompting an attack of opportunity from the fighter who had previously engaged with them. This can obliterate the enemy’s frontline if used effectively, by forcing them to eat another hit before they even act in some cases. My personal favorite of the specializations.

Poisoner (light armor proficiency, Poison Vial attack skill)— AoE poison skill that does no direct damage on its own and can affect allies and enemies alike. It’s probably my least favorite of the three specializations, especially considering that there are several daggers that apply poison on their own, and aren’t a risk to your other members. I personally don’t bother with this one.

There we have the ranger specializations.
 

Nimran

Habitué
Messages
199
Spearman— One of the more interesting class options in the game, spearmen are primarily support units that work well as part of a team, rather than going it alone. They’re not tanks in the slightest, but they’re not fragile either, and a squad of them can really demolish the enemy forces if used strategically. One of the best things about spearmen is their ability to break an engagement by pushing their target back with their forceful thrusting attack, allowing unfortunate mid- or back line characters caught by the enemy to escape without eating an opportunity attack. If an enemy tries to engage your spearman, you can push them back as well, breaking the engagement. You can then move your spearman to safety behind your actual tanks.

Spearman has, imo, the most interesting and diverse specializations of any class, which they get at level 3. Those are:

Harpooner (medium armor proficiency, Piercing Throw attack skill)— This build is pretty fun if you can set up a line of fire that includes three or more enemies in it. It also causes bleeding if they are unarmored. It may not be the best skill for spearmen, but it sure is entertaining.

Herald (medium armor proficiency, Battle Cry buff skill)— My biggest issue with buffing skills is how small the effect radius generally is. Unless your units are right next to each other, the skill won’t affect them. That said, the herald is probably the best of the buffing builds, as unlike the buff-tanks in the other classes, spearmen are mobile enough to position themselves so that their buff can affect as many allies as possible. Battle Cry gives affected characters fury, which boosts their damage. It’s nice, but I say no thanks. I’d rather have a spear wall. Speaking of which…

Pikeman— (medium armor proficiency, Spear Wall attack skill)— Remember when I said a squad of spearmen can demolish an enemy force? This is how. Spear Wall is an overwatch skill, like the archer infantryman’s skill, but with a few key differences. First, it only allows the spearman to hit one enemy that comes within range. Second, it forces that enemy to stop moving. Spears have longer reach than any other melee weapon in the game, which means that most melee units won’t be able to retaliate against them. This is insanely good, but you’ll need a lot of VP to pull off more than one round of constant spear walls. Thankfully, spearmen are also great at generating VP with certain skills, so this isn’t as much of a problem as it sounds.

That’s it for the spearmen.
 

Cahir

Innkeeper
Staff member
Messages
483
Thank you very much for those class analyses. These will be immensely helpful, when I start playing Wartales. I only played as little as creating a party, and seeing how combat looks like, and it was already quite complex to me. So, every bit of advice would be invaluable to me.
 

Nimran

Habitué
Messages
199
Nice! I’m glad I can help.

Swordsman— Swordsmen are interesting because they fit into either a damage or tank role pretty well. They may not be the best at what they do, but they’re still good, solid units. I’d say they’re somewhere in between the brute and the warrior as a more all-rounder class. While brutes are built for tank duty, and warriors are primarily damage dealers, swordsmen can meet them in the middle.

The swordsman specializations:

Protector (heavy armor proficiency, Encouragement buff skill)— Probably the least effective of the specializations, imo. Encouragement gives every ally in the area surrounding the protector protection, which reduces damage taken by 30%. It looks good on paper, but as mentioned previously, the effect radius is much too small to really be all that effective. Unless you like positioning all of your tanks in one spot, you’re not really going to need this.

Fighter (heavy armor proficiency, Destabilizing Strike attack skill)— A good choice for a tank, the fighter’s skill destabilizes an enemy, which reduces their guard to 0. When used in tandem with a brute’s armor-busting hammer or mace, you can rather quickly neutralize an enemy tank. Just make sure to reduce guard first, then follow up with the bigger swings.

Swordmaster (medium armor proficiency, Laceration attack skill)— The only swordmaster specialization I would recommend for a damage build, the Laceration skill can only be used after the swordmaster has already attacked twice in the battle. An odd restriction, but once you can use it, the two wide swinging attacks it gives you can really pack a punch. Very useful for culling multiple enemies who are already engaged with an allied tank, since you can hit them from behind for big damage.

There’s the swordsmen. On to the last one.
 

InGameScientist

Habitué
Messages
35
Nice! I’m glad I can help.

Swordsman— Swordsmen are interesting because they fit into either a damage or tank role pretty well. They may not be the best at what they do, but they’re still good, solid units. I’d say they’re somewhere in between the brute and the warrior as a more all-rounder class. While brutes are built for tank duty, and warriors are primarily damage dealers, swordsmen can meet them in the middle.

The swordsman specializations:

Protector (heavy armor proficiency, Encouragement buff skill)— Probably the least effective of the specializations, imo. Encouragement gives every ally in the area surrounding the protector protection, which reduces damage taken by 30%. It looks good on paper, but as mentioned previously, the effect radius is much too small to really be all that effective. Unless you like positioning all of your tanks in one spot, you’re not really going to need this.

Fighter (heavy armor proficiency, Destabilizing Strike attack skill)— A good choice for a tank, the fighter’s skill destabilizes an enemy, which reduces their guard to 0. When used in tandem with a brute’s armor-busting hammer or mace, you can rather quickly neutralize an enemy tank. Just make sure to reduce guard first, then follow up with the bigger swings.

Swordmaster (medium armor proficiency, Laceration attack skill)— The only swordmaster specialization I would recommend for a damage build, the Laceration skill can only be used after the swordmaster has already attacked twice in the battle. An odd restriction, but once you can use it, the two wide swinging attacks it gives you can really pack a punch. Very useful for culling multiple enemies who are already engaged with an allied tank, since you can hit them from behind for big damage.

There’s the swordsmen. On to the last one.
I love the Swordmaster build especially if you can upgrade this particular skill and decrease the requirement for needing to attack twice to once before using it! My swordsman can go on a pretty nice damage-dealing streak when chained with other abilities that restore Valour Points!
 

Nimran

Habitué
Messages
199
Warrior— big damage skills and weapons that cause bleeding are the warrior’s greatest strengths. Warriors wield axes, either 1- or 2-handed, and are mostly likely to be the ones walking away from a fight with the highest kill count. Brutes and swordsmen make better tanks, but warriors are the best at dishing out damage.

Warrior specializations:

Berserker (medium armor proficiency, Rampage attack skill)— Perfect for crit fishing builds, Rampage delivers three attacks, each doing 30-45% of the warrior’s base damage, while gaining a stack of fury with each critical hit, increasing their damage further with each stack. This has some insane damage potential, especially when used by a merc with a high crit chance.

Executioner (medium armor proficiency, Cutting Maelstrom attack skill)— Spin to Win! This has got to be my favorite warrior specialization. Cutting Maelstrom hits all units surrounding the warrior. This includes allies, so be careful. The number of attacks goes up for every target struck, so you get three spins when surrounded by three units, four spins if you’re surrounded by four units, etc. Just stick a mighty two-handed axe on this bad boy and send him deep into enemy lines, then spin. To. Win.

Sentinel (heavy armor proficiency, Ovation buff skill)— You probably know the drill at this point. Buff skills are highly situational due to their small effect radius. This one is a bit more interesting than the others, though, since it gives everyone in the affected area riposte, the ability to counterattack. Can be useful in a chaotic, cramped melee, where every fighter is next to each other, but otherwise? Not worth the VP, imo.

Those are all the warrior specializations. It seems there are more specializations for almost every class that you can unlock in the game, but I haven’t really played around with those yet. I’ll be sure to post my thoughts on them once I get some experience with using them.

Once again, these are just my thoughts on these specializations. In general, I don’t think buffing skills are worth it. Skills that can damage multiple enemies are the best for damage dealers, and tanks are better off with attack skills that weaken or destabilize the enemy, rather than a buff.
 
Top Bottom