Archetype Fighters (EQ2 Heritage Quests)
December 15th, 2007Archetype: Fighters
This is a general walkthrough of the fighter archetype.
Fighters are the meat shields in most groups. Fighters have the widest array of armor and weapons, as well as combat arts. All fighters no matter what class or sub-class are the "tank” of the group. That being said all fighter classes and sub-classes can tank but some are slightly better than others. A paladin is going to have a better AC wearing heavy armor, compared to a monk wearing light armor with a lower AC.
Fighters Key Attribute: Strength
Starting out and until you do your class quest, your fighter will don light armor.
Fighters get the following attribute bonuses:
+5 strength, +3 agility, +2 stamina
Fighters Combat Arts:
(All times in seconds)
Wild Swing
Level 3 – Use Time 1.0 – Recovery Time 0.5 – Reuse Time 10.0 – Power Cost 8 power.
An extra attack that does low damage.
Taunt
Level 3 – Use Time 1.0 – Recovery Time 0.5 – Reuse Time 10.0 – Power cost 6 powers.
Increases hate with enemy.
Toughness
Level 4 – Use Time 2.0 – Recovery Time 0.0 – Reuse Time 180.0 – Power Cost 5 power.
Increases physical mitigation for a short time.
Kick
Level 5 – Use Time 0.6 – Recovery Time 0.5 – Reuse Time 10.0 – Power Cost 10 power.
Kicking attack that deals crushing damage.
Intervene
Level 6 – Use Time 2.2 – Recovery Time 0.5 – Reuse Time 10.0 – Power Cost 10 power.
Allow you to sometimes take damage for an ally.
Assault
Level 7 – Use Time 3.0 – Recovery Time 0.5 – Reuse Time 30.0 – Power Cost 10 power.
Area of effect attack that damages enemies near you.
Shout
Level 8 – Use Time 1.0 – Recovery Time 0.5 – Reuse Time 60.0 – Power Cost 6 power.
Taunts all the enemies in a single encounter.
Call To Arms
Level 9 – Use Time 2.0 – Recovery Time 0.5 – Reuse Time 30.0 – Power Cost 22 power.
Increases you and your allies slashing, crushing, and piercing techniques for a short time.
Fighting Chance
Instant use, no power use, 10.0 recharge time.
Starts HOs for fighters.
Fighters are a very fun archetype to play. You are always in the mobs face, attacking, taunting, and using your arts to deal damage. Fighters deal the most damage in a blow but can be out damaged by a scout in certain situations. Your main use early on will be to taunt to keep hate and participate in HOs to get the best damage or buff for the group.
For fighters you will use Fighting Chance to start your heroic opportunities (HO), They put this in so the HOs would be easier for new players. Once you get Fighting Chance, you use it; it is instant use and costs no power. Once used the next combat art the must be used will flash in your hot bar. Once you use that attack the next will flash usually finishing off the HO.
In groups a fighters HO wheel symbols are as follows:
Sword
Shield
Horn
Fist
Boot
Flexed arm
Fighter’s color is blue in the HO wheel.
This should give you pretty good insight into how fighters work and their combat arts. Please feel free to post any comments or corrections.
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