Albion Online Warrior Weapons Guide



Albion Online Warrior Weapons Guide by Elenol

Warriors

  • Sword Fighter
  • Axe Fighter
  • Mace Fighter
  • Hammer Fighter
  • Crossbow Fighter

Sword Fighter

Swords emphasize movespeed.

Q

abilities deal damage and apply Heroic Charges which add between 10% –> 30% movespeed the more you stack it (6s duration).

  • Heroic Strike – single target
  • Heroic Cleave – small AoE

W

  • Interrupt – best damage; interrupts casting; increases auto attack damage significantly
  • Iron Will – more movespeed and defense
  • Hamstring – moderate damage; great slow cc

Passives:

  • Deep Cuts – procs a small DoT every 3 auto attacks
  • Temporary Threat Bonus – auto attacks adds threat for PvE
  • Life Leech – procs a small heal every auto attack
  • Increased Defence – procs defense buff every 5 auto attacks

E

all damage or cc duration scale with Heroic Charges

  • Broadsword (1h) – interrupts; small defense boost; good damage
  • Claymore (2h) – dash attack; good damage; small root
  • Dual Swords (2h) – dash attack; good AoE damage
  • Clarent Blade* (1h) – PBAoE attack; good damage; good AoE
  • Carving Sword* (2h) – dash attack; line attack; slow; good line damage

Armor

Most sword builds will have little or no CC. The exceptions are with the Claymore and Carving Sword, which can pile on some decent soft cc. Leather armors and their respective skills are the most natural fits for any sword user. Inferno Shield (all leather), Bloodlust (mercenary) and Ambush (assassin) are probably the best options for solo play. Haste (hunter) for PvE or with a healer.

Boots

Swords have strong innate movespeed, so boots should be focused either on gap closer abilities or survivability abilities. Skill like Giant (guardian), Shield Charge (knight), Invisibility (mercenary), Dodge (assassin), and Blink (cleric) are all solid options.

Helmet

There is no clear choice for helmet. Of the non artifact helmets skills, Stone Skin (guardian), Block (soldier), Retaliate (hunter), Cleanse (mercenary), Energy Shield (scholar), Poison (mage) or Howl (any leather helmet) could be reasonable options.

Summary

Sword Fighters can be exceptional when attacking enemy backlines such as archers and casters. They are difficult to pry off a target once they latch on, and they have just enough survivability and damage and combination of interrupts and soft cc to be obnoxious.

Swords tend to have no overwhelming strengths or weaknesses.

When fighting against a sword user, keep in mind that 2 handed swords tend to have less outright power in exchange for more mobility and cc and are more difficult to flee from. Swords are difficult to counter because they have no real weaknesses.

Axe Fighter

Axes emphasize raw power, DoTs and killing healers.

Q

  • Rending Strike – good damage; DoT that lowers healing (from 10% up to 30%)
  • Heroic Strike – better damage; better efficiency; no anti healer DoT

W

  • Heavy Smash – high damage; lower enemy resistances; slighty delay
  • Adrenaline Boost – big boost movespeed; boost damage;
  • Battle Frenzy – medium boost movespeed; immune to most cc
  • Internal Bleeding – PBAoE; high damage; DoT

Passives:

  • Deep Cuts – procs small DoT every 4 auto attacks
  • Life Leech – procs small heal every attack
  • Increased Defense – proc small defense bonus every 5 auto attacks
  • Aggressive Rush – procs damage boost every 4 auto attacks

E

  • Battleaxe (1h) – moderate damage; moderate heal based on Rending Strike
  • Greataxe (2h) – PBAoE; moderate damage; can move while channeling
  • Hand of Khor (2h) – small AoE; moderate damage; spreads Rending Strike; reduces healing
  • Carrioncaller* (2h) – huge line attack; good damage; reduce healing; DoT
  • Infernal Scythe* (2h) – huge damage; DoT

Armor

Most axe builds will have a fair bit of DoTs. This synergizes incredibly well with Bloodlust (mercenary) as you are sure to max out the heal effect.

Boots

Mobility can be a problem for axe fighters. Any source of movement is welcome.

Helmet

Same as with Sword Fighters, there is no clear choice for helmet. Of the non artifact helmets skills, Stone Skin (guardian), Block (soldier), Retaliate (hunter), Cleanse (mercenary), Energy Shield (scholar), Poison (mage) or Howl (any leather helmet) could be reasonable options.

Summary

Axe Fighters thrive when standing toe to toe and trading hits with someone. They are especially adept at reducing incoming heals on an enemy. They often rely on a teammate to cc an enemy to help keep them within hittin’ reach.

Axes are often vulnerable to kiting.

(Hint: If you are fighting against a Battleaxe + Mercenary Armor, definitely try to kite your opponent as much as possible . This is the ultimate 1v1 melee build for new players due to its sustain and power)

Mace Fighter

Maces emphasize powerful cc and defensive abilities.

Q

  • Defensive Slam – deal damage; raise defense of self and nearby allies
  • Threatening Strike – deal damage; raise threat for PvE
  • Stalling Slam – deal low damage; slows target energy regen

W

  • Interrupt – deal damage; interrupt spellcasting
  • Snare Charge – dash attack; low damage; AoE root
  • Heavy Slam – good cone damage
  • Pull Area – PBAoE pull enemies; add threat for PvE

Passives:

  • Stunning Strike – procs stun every 5 auto attacks
  • Temporary Threat Bonus – raise threat for PvE
  • Life Leech – proc small heal every auto attack
  • Dreadladen Fighting – proc +cc duration every 4 auto attacks

E

  • Mace (1h) – moderate damage; long silence; removes enemy buffs
  • Heavy Mace (2h) – PBAoE silence; removes enemy buffs; adds threat PvE
  • Flail (2h) – PBAoE root; ignores cc resist; adds threat PvE
  • Bedrock Mace* (1h) – low damage; huge knockback; good stun; ‘line attack’
  • Incubus Mace* (1h) – moderate damage; cone attack; lowers enemy attack and healing

Armor

Maces usually have good or great cc. Any plate armor will be effective. For solo play, assassin jacket with the Inferno Shield or Ambush skills can be substituted.

Boots

This depends on solo or group. As part of a group, you are likely looking for a gap closer so you can keep the enemy locked down with your cc. Look at abilities such as Shield Charge (knight), Dodge (assassin) and Blink (cleric). But many other boots can be just as effective with the right setup.

Helmet

Same as with Sword Fighters, there is no clear choice for helmet. Of the non artifact helmets skills, Stone Skin (guardian), Block (soldier), Retaliate (hunter), Cleanse (mercenary), Energy Shield (scholar), Poison (mage) or Howl (any leather helmet) could be reasonable options.

Summary

A Mace Fighter usually wishes to trade out their damage for overwhelming crowd control. Hammer is possibly the only weapon group that can compete with maces in terms of hard cc both single target and AoE.

If solo, consider assassin armor and Heavy Slam (W) for legit good damage. If group, consider neglecting damage entirely and attempt to stack the cc as hard as you can. No one can cc better but a lot of weapons and armors can damage better.

If you are fighting against a Mace Fighter and they are wearing plate, prepare to get stunned often. Try to spread out and avoid attacking plate mace fighters as much as possible. Their damage will likely be the lowest on the team. If you have any source of cleanse or cc immunity, you can potentially eliminate the biggest threat from maces.

Hammer Fighter

Hammers emphasize relentless cc.

Q

  • Bash Knee – some damage; great slow
  • Threatening Strike – more damage; generate threat for PvE

W

  • Heavy Cleave – powerful cone attack
  • Slowing Charge – dash attack; some damage; AoE slow
  • Knockout – some damage; long sleep

Passives:

  • Stunning Strike – proc small stun every 5 auto attacks
  • Temporary Threat Bonus – auto attacks raise threat for PvE
  • Life Leech – proc small heal every auto attack
  • Dreadladen Fighting – proc +cc duration every 4 auto attacks

E

  • Hammer (1h) – PBAoE; some damage; good stun
  • Great Hammer (2h) – dash attack; some damage; line attack; good stun
  • Polehammer (2h) – line attack; moderate damage; great stun
  • Tombhammer* (2h) – skillshot; good damage; incredible AoE root
  • Forge Hammers* (2h) – become giant; super tank; super auto attacks

Armor

Hammers always have good or great cc. Any plate armor will be effective. For solo play, assassin jacket with the Inferno Shield or Ambush skills can be substituted

Boots

Almost any boots can be effective with almost any hammer, really. If you don’t have a gap closer (via a W or E skill), consider Shield Charge (knight), Dodge (assassin) and Blink (cleric)

Helmet

Same as with Sword Fighters, there is no clear choice for helmet. Of the non artifact helmets skills, Stone Skin (guardian), Block (soldier), Retaliate (hunter), Cleanse (mercenary), Energy Shield (scholar), Poison (mage) or Howl (any leather helmet) could be reasonable options.

Summary

Hammer Fighters are the premier cc weapons along with maces and possibly quarterstaves. A key difference between maces and hammers is the Q. Hammers usually take Bash Knee for pvp which will keep slow up on a single target forever. Maces will take Defensive Slam or Stalling Slam which have more raw power for the team at the expense of a handy soft cc.

If solo, consider assassin armor and Heavy Slam (W) for legit good damage. If group, consider neglecting damage entirely and attempt to stack the cc as hard as you can. No one can cc better but a lot of weapons and armors can damage better.

When group fighting against a Hammer Fighter, understand that it is incredibly difficult to peel once they latch onto their target. Stealth or repeated knockbacks are likely the only cure. However, most pvp hammers will not be built for damage, so can be useful to ignore the hammer and hit squishier enemies. When solo fighting a hammer, you may have to try to overwhelm your opponent with sheer power as they can be very difficult to kite.

Crossbow Fighter

Crossbows emphasize long range damage and knockbacks.

Q

  • Auto Fire – moderate damage; channeling
  • Explosive Bolt – moderate damage; AoE; instant

W

  • Knockback Shot – light damage; knockback; instant
  • Sunder Shot – good damage; reduces enemy defense; cast time
  • Caltrops – light damage; fast CD; instant; slows
  • Noise Eraser – good damage; silence enemy; cast time

Passives:

  • Forceful Bolts – proc knockback every 3 auto attacks
  • Aggressive Caster – proc cast speed buff every 4 activated spells
  • Energetic – proc energy restore every auto attack
  • Furious – proc damage boost every 5 activated spells

E

  • Crossbow (2h) – heavy damage; cast time
  • Heavy Crossbow (2h) – heavy damage; line attack; interrupt; long range
  • Light Crossbow (1h) – good damage; AoE; cast time
  • Weeping Repeater* (2h) – good damage; AoE; instant
  • Boltcaster* (2h) – heavy sustain damage; channeling

Armor

Crossbows get almost no benefit from +cc duration. Their utility skills generally take the form of knockbacks, silences and interrupts. Many weapons have high damage potential. Leather and Cloth armors can both be used well. Ambush (assassin jacket) and Berserker (mage robe) can be interesting options. As usual, Bloodlust (mercenary jacket) is a great skill for solo play.

Boots

Crossbows need to stay away from melee attackers. Dodge (assassin), Blink (cleric) and Delayed Teleport (mage) are all viable cheap options.

Helmet

Crossbows are hellbent on avoiding damage and dealing damage. Poison (mage) and Force Field (any cloth) are viable options for solo and small group play. Ice Block (cleric) and Cleanse (mercencary) are other options that can be very effective when part of a team.

Summary

Crossbows are about damage, knockbacks and very long range. They can be annoying for enemy melee and casters because of the frequent knockbacks, but eventually a crossbow will need assistance with kiting in PvP. With only a little bit of help however, Crossbows can load up on damage and feel impossible to close on for melee.

There tends to be a big difference between PvP builds and PvE builds for Crossbows. Like most ranged and magic weapons, there are numerous skills that have a cast time. Cast time abilities tend to pack a real punch, but the reduction in mobility is very bad in PvP. Often you will want to slot your insta cast abilities for PvP unless your team has a high level of organization to keep you safe during the cast times and channeling abilities.

When PvE, grab some cloth armor and watch enemy hp melt away. When PvP, grab anything that will assist in kiting because you will not be able to go toe to toe with most melee and even some ranged.

While it might at first seem discouraging that crossbows often lose 1v1 to many melee and ranged both, you need to keep in mind that crossbows thrive as a team weapon. They often pack a lot of AoE and the knockbacks and damage combination can really disrupt an enemy team. Just because you need help to be effective in PvP does not mean that the weapon is weak.

Focus on knocking back enemy melee that are closing in on your fellow casters. Focus on interrupting enemy casters that dare cast slow, powerful spells. Remember that crossbows have some of the longest range abilities in the game to try to win the skirmish phase before the melee engage. This weapon class does not have any overwhelming strengths, but it has a solid combination of damage and utility to be a real boon when part of a team.

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