Wanderlust: Rebirth

Wanderlust: Rebirth

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Warrior Class Guide
By Grumpy and 1 collaborators
A long overdue guide on the warrior class and brief tips on how best to utilize them.
   
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Intro
Welcome to Wanderlust: Rebirth.
A simple game made fustrating by lack of documentation which is why this guide was created.
This is not a guide on how to play the classes, but more of an explanation on how each class functions.
[This guide will not be finished, the game is not fun to play & unpopular so I find no incentive to finish]

==WARNING==
Wanderlust: Rebirth has bugs. A lot of bugs.
Expect me to reference how things actually work and not how they should work, very frequently.
Fighter
The fighter is your warrior type as the name suggests.

+High HP
+High single target DPS
+Berserk soul charge*

-No healing ability
-Steep learning curve**
-Easy to die


The fighter is the only class in the game that benefits less from +HP gems. A green HP gem is worth 250 HP whereas for fighter, +3 Toughness is worth 300 HP.

  • Fighting Prowess
    Both fighter and cleric start with an inate +26% resistance to physical however with the fighting prowess skill, each point added will further increase physical resistance by 2%. It also increases physical damage however I have not been able to determine by how much.

  • War Cry
    At 5 and 10 points, the radius of this skill increases; the range cap is 10. War cry lowers the damage of foes caught in the radius, causes them to be more likely to target the warrior and It also gives those enemies a chance to miss with attacks; furthermore when they miss, your warrior now gains a chance to automatically counter-attack!
    The attack can come from any direction and it will still trigger auto-counter, futhermore you will always apply 'battle tactics' to foes when you dodge an attack.
    These are not documented within the game so many people advise not putting points in war cry but I find these bonuses to be indispensible.

  • Power Slash
    Your bread & butter AoE attack as warrior. The move hits in a 180° in the direction you are facing and if points are placed in stun, will allow you to stun multiple opponents at once.
    You do not move forward when using power slash unlike with your regular attack.
    Power slash will knock opponents very far back, useful for saving an ally.

  • Battle Tactics
    Makes a target appear over your foe/s head/s when you block twice in a row against them*. As long as the icon (a target) is present, that foes next melee attack will miss, removing the icon in the process.
    While the icon holds, you have an increased chance to perform critical hits on that foe (appears to be 100% chance). If you dodge an opponents attack, the target will apply, offering synergy with War Cry and items that increase dodge chance.
    *To apply initially you need to block target foe twice, every time after, it will apply again on the same foe after a single block. Probably a bug.
    ranged physical attacks i.e: a golem throwing rocks, will display 'miss' but you will then immediately take damage regardless.

  • Berserk (soul charge)*
    All allies resistances are set to 100%, every attack is a critical and every attack strikes multiple times.
    The ultimate boss killer, you need to explain in advance to human players that 1 soul charge should always be reserved for you to perform this on the stage boss when possible.
    despite claiming to set resistances to 100% they actually cap at 99% except physical which is capped at 75% so you can still die while your soul charge is active.

  • Blocking**
    As mentioned above, the warrior has a steep leaning curve and it has blocking to blame for it. Blocking negates all damage and the warrior can counter-attack if you perform a block just as the enemy is attacking; it works on streetfighter 3 parry timing and counter-attacks also work on bosses.
    There is a trait to make the timing less strict called Reposte.
    A counter-attack will prevent damage from the foe you countered but not from nearby foes. You can also miss with a counter attack, if the counter does not land precisely although that is more a hit detection issue the game suffers with in general.