Bolty's
High-Level Warrior Guide
version 2.11
updated for Diablo v1.07 !
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Greetings, aspiring Warriors!
I slowly learned, however, that Warriors are often poorly played by
even the best of Diablo's heroes. This neglected class often leaves
players frustrated when the going gets tough, when they are taunted
by the powerful denizens of the labyrinth. This can all change for
you if you've never seen a knowledgeable Warrior do his stuff!
Welcome to my guide for high-level Warriors. I'm here to outline
what I consider the best way to play a Warrior and what equipment you
should be looking for as you move onward to the upper levels of the
game. Bashing heads in Hell is much harder than bashing heads in the
church, and it only gets worse as the difficulty rises.
Be sure to look for Armin's excellent treatise on the lower-level
Warrior's strategies! It's a fine complement to this compilation of
strats. You can find it at this web address:
Throughout this treatise, you'll see described many different ideas
and tactics, many times followed up by MY OPINION. In other words, I
want you to choose YOUR way. There are many other experienced
Warriors who will refute my claims. This does not make them wrong
(heh). Learn from all. Observe how others play high level Warriors
and learn from them all, and then draw your own conclusions.
Why a guide for HIGH-level Warriors? In my opinion, that's when the
fun begins - when you start moving away from pure brawn to brains and
brawn. You'll be using magic more and you'll be developing your
character in order to kill smarter and faster than just walking up
and swinging.
First off, some assumptions.
Spells represent the most misunderstood and often misused element of
Warrior tactics. Basically put, those Warriors who ignore the
usefulness of spells, thinking mana to be totally unimportant, won't
last long deep into the game. I've met many people who thought that
way, and even convinced a few of how important your mana and spells
are.
A Warrior needs to have a high magical prowess in 3 spells: Healing,
Teleport, and Stone Curse. These represent (although only slightly
for Stone Curse) the backbone of the magical support arsenal for
Warriors.
A Warrior's best friend in shrines is the Enchanted Shrine. The
Enchanted Shrine raises all of your spell levels by 1 except for one
spell, which gets lowered by 1 level (if the spell to be lowered is
max, level 15, it gets lowered by 2 levels). Once you've reached the
point where you can't raise your spell levels from book reading,
these shrines are what I recommend you look for! Be sure to carry
jewels of Wizardry to help you read as many levels of books as you
can before you heavily search for Enchanteds.
HEALING
TELEPORT
STONE CURSE
OFFENSIVE SPELLS
KNOW THE MONSTERS' RESISTANCES
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Being a high level Warrior has its perks! You'll have access to high-end equipment as you dive deep into the pits of Hell time and time again. This allows us goons to pick and choose among the best equipment in the game. However, often times we may need to make tradeoffs. What items to keep, and what to throw away? I'll divide this into Helms, Shields, Weapons, Armor, and Jewelry, and provide my recommendations for what to wear of each type. However, those are my opinions, which will probably be debated. :-) Remember also that I'm covering the IDEAL equipment setups for a Warrior. This is what you WANT to get. You will, of course, not find these fantastic items right away (or perhaps never), so improvise - take these recommendations and obtain the best equipment that you can of its nature.
HELMS
Pros: great AC, +10 to all attributes helps, and the mana boost is like having a Drake's Helm. This helm is, in my opinion, the best all-around helm for a Warrior, as it gives great AC and increases your ability to cast the spells mentioned in Part 1. Cons: it's not the best AC you can get, and the light radius will actually tend to activate more monsters at a time, which can make things a little more hairy at times.
Pros: The 5% life steal is incredibly fun. This helm basically adds the suffix "of blood" to any weapon you're carrying. (No, a sword of blood plus a Helm of Sprits does NOT equal 10% life steal.) In my experience, this makes Nightmare/Hell, and, in fact, anything but Hell/Hell much easier. With this helm, you could stay down almost indefinitely as long as you're not taking damage faster than you're stealing life. Really high level characters (45+) should wear this all the time, as their need for AC lessens. The most important thing to do when wearing this item is to use a sword of speed or haste; that way you steal life quickly.
Cons: PITIFUL AC. No other bonuses other than the life steal.
This helm just cripples your AC and makes you a target for melee
monsters. If you're wearing this and it drops you under 230 AC
against melee monsters, you'll probably have some troubles. It
greatly depends on your character level and where you're fighting.
Pros: The highest AC helm you can find in the game, period. A whopping +20 to all attributes is equivalent to a perfect Zodiac suffix on a HELM! -4 damage from enemies helps to keep from getting stunned. -40% Light Radius is actually a blessing, since you'll be in a semi-stealth mode and you'll activate fewer monsters at a time (more on stealth later). Cons: The big one - all resistances are set to 0%. This kills. Note that wearing a Constricting Ring (a ring which will max all resistances) will NOT cancel out the 0% resistances of the Gotterdamerung. This helm leaves you WIDE open to getting creamed by magical attacks. However, it is the ultimate helm when used against melee attackers. Notes: There are a number of things to discuss about the resistance factor. For one, if your resistance is set to 0%, your Warrior can block enemy spells with a shield. This is effective against Fireballs (although the splash damage will still hurt you), blood stars, and charged bolts as long as you don't face too many, but won't help you that much against lightning. Last of all, some people use this helm when it's unidentified and leave it that way, making sure never to allow Cain to identify it. This allows them to take advantage of the 60 AC without having their resistances sliced. Just make sure, if you use it this way, NOT to accidentally let Cain identify it.
Pros: High AC, possibly up to 45. Massive addition of hit
points.
Pros: Gives resistance so that you free up a jewelry slot for a
good prefixed jewel.
HELMS: BOLTY'S RECOMMENDATION
Pros: Nice AC, +10 to Strength adds a few points to damage. Indestructibility reduces repair costs,
although money really isn't a factor for a high level character.
Pros: Hopefully, better AC than a Stormshield, and a large hit
point boost. Compared to a Stormshield, you'll do less damage, but
have more hit points, more AC, and less chance of stun.
Pros: The idea with this shield is to sacrifice AC for resistances, so that only one jewel will be needed to max you out. This can be handy when there's no melee monsters, so you can use a prefix such as Dragon's instead on a jewel to get more mana. Also, extremely high level Warriors, who need less AC, can get away with wearing one of these and still battle melee monsters very well.
Pros: Great AC! Not much else to say here. If you can get one
with an of Ages suffix, it helps reduce repair costs.
SHIELDS: BOLTY'S RECOMMENDATION
WEAPONS The King's prefix is the best one for one-handed weapons. Giving a whopping +76% to +100% to-hit bonus and an impressive +151% to +175% damage bonus, it is indeed a great asset to a Warrior's arsenal. You want to find a Bastard sword version with this prefix, of course, but in general any sword type except the very weak ones will come in great handy. The question arises as to what suffix you should be looking for. I'll list the suffixes under the assumption that we're talking about a King's Sword, so the stats to them are already listed above.
What's also implied here throughout is that what's listed here is the BEST equipment of each type, and if you find something that has a similar effect but isn't as good, go with it. For instance, until you find an Awesome Full Plate of the Mammal, a Saintly Plate of the Mammal is just fine too. :)
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And now, some general tips for managing your Warrior, and to maximize
his potential.
SHRINES
Note that I consider Mysterious to be not worth touching since a
high-level Warrior should have his stats near maxed; thus, applying
+5 to one attribute and -1 to the others could easily have a bad
effect if the stat chosen for the +5 addition is maxed.
Shrines to ESPECIALLY avoid are Fascinating, Ornate, and Sacred!
These shrines will reduce your mana PERMANENTLY! If you don't think
it's a big deal for a Warrior to lose, say, 20 mana, believe me - it
is.
Also: NEVER, EVER, EVER TOUCH A CAULDRON OR GOAT SHRINE. These give
a random shrine effect, which means that according to Murphy's Law,
it'll be a mana-reducing effect. I don't care HOW lucky you are, it
won't take long to trash your character if you can't learn to avoid
these. Treat them as obstacles that need to be given wide berth - be
careful when you're swinging near one so that you don't accidentally
click on one.
On using Hidden Shrines: Hidden Shrines increase the durability of 3 of your items (assuming you're using a shield and weapon), but decrease the durability of 1. This is a GOOD thing, because over time all of your items will eventually raise their durability. However, before you touch a Hidden Shrine, make sure you replace any indestructible items you are wearing with another item of decent durability. It'll reduce the chance that one of your normal items gets the durability reduction.
BOOK READING
BLACK DEATHS
HOTKEYS
BELT INVENTORY
For some reason, people give me a lot of flak over this. There's just no point, in my opinion, in buying Reds, when Pepin usually has enough Full Rejuvs to go around. What difference does it make? You should always have enough money to buy them, and they're much nicer in usage than simple reds. If you find yourself guzzling Full Yellows too quickly, you're being too aggressive. Pull back some when facing hordes of monsters. Only buy Reds when you're low on your Yellow supply and Pepin doesn't have any to sell.
GAINING EXPERIENCE QUICKLY
BE YOUR OWN BANK
STEALTH
HOW MUCH AC SHOULD I HAVE?
As you can see, it goes down by 2 every level up. Note that this is the MAXIUMUM, so attaining it isn't everything in the world. This is the AC you would need to defend yourself against Blood Knights on Hell difficulty. Any additional AC over this amount is a waste of resources. Also, no matter HOW high your AC is, you'll still be hit by monsters occasionally. AC is not everything in the world - if you keep your dexterity high, you'll do fine.
HOW MUCH TO-HIT% SHOULD I HAVE?
As you can see, it goes down by 1 every level up. These to-hit% values are needed against Diablo's toughest melee monster, the Blood Knight, in Hell/Hell. Attaining them isn't necessary for survival, but if your to-hit% is too far below the values listed above, you'll have a hard time.
DEXTERITY AND BLOCKING
Note: You need these values to ensure 100% blocking of enemy attacks. It's not easy to reach, which is the way it should be. In fact, 150 dexterity is nigh unreachable realistically. Only until around level 45 will you have a chance of reaching the needed dexterity - and that's exactly when Warriors can start concentrating on AC MUCH less and gain power in other categories. If a 45+ level Warrior can lower his AC and keep his dexterity high, he can perform quite well! Don't go crazy trying to reach these values, just remember that even a dexterity increase of 5 can make a big difference in your blocking percentage vs. tough melee monsters.
Also, "100% blocking" can be a misleading term. If your character is swinging or standing still, he will block an attack. If a monster hits him while he's blocking, he WILL be hurt. If a monster hits him while he's recovering from a hit, he'll be hurt again. "100% blocking" means that you will block every attack as long as you don't get swarmed and you don't move your Warrior around.
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Here's the meat of the Warrior strategy guide! I'll cover tactics when facing certain monsters or situations, how to use your spells, and other general strategies.
TELEKILLING - THE GREAT EQUALIZER To effectively use telekilling, you need a decent level of Teleport that won't suck up your mana in huge gobs. Level 8 Teleport and above uses the minimum amount of mana, 15, per cast. Here's how it works: say you have a Hell Spawn annoyingly throwing blood stars at you from 10 squares away. If you run at her, she'll retreat around a corner where you bet there's probably 12 more of her friends waiting for you. What to do? Telekill! Activate your hotkeyed Teleport spell, and cast it when your cursor is highlighting your target. After you right-click on the target, left-click so that as soon as you arrive, you'll swing your sword at the target. As your character teleports, move your mouse cursor to around the middle of the screen to reaquire your target after the first attack, because that's where you'll arrive after the teleportation. As you arrive, click to swing your weapon. You should connect and keep the target in stun lock. You'll always appear to the south (southwest depending on how you consider the screen angle) of your target, UNLESS something is already there that blocks being there.
Another method is to implement the Shift key while teleporting. Hold it down and aim your cursor in the direction that the target will be from you (99% of the time it'll be up and to the right), and click as you come out of teleport. Keep the target in stun lock and finish it. This gives a higher accuracy in telekilling, but the disadvantage is that it uses up your other hand, and can cause the "stretch" as you try to hold down shift and hit a belt number for a quick healing or mana refill if necessary. This takes practice to get it right. Don't get discouraged if you have trouble catching your target as you come out of teleport, keep trying. Telekilling is almost the ONLY way to kill a Soul Burner without using Stone Curse, because they won't stop to shoot at you once you're chasing them - you'll go clear across a level. Why Telekill? After all, you can Stone Curse them and finish them off with ease. The answer is simple - Teleport takes 15 mana per cast and Stone Curse takes 40. You simply can't go around stoning everything efficiently.
TELEKILLING IN MULTIPLAYER GAMES
KILL EFFICIENTLY
a) you want to finish off a target that a co-op partner has injured.
HEALING
CORNERING
So, an important thing to note if you get into this next situation:
Another "cornering" technique is to line them up against a wall. For instance, let's say you're in this situation:
The idea is to try to herd your fleeing enemies into corners or walls to kill them more easily. Telekill when they get out into the open or when chasing them would only activate more monsters. Also, say you turn a corner and see a solitary Snow Witch. An easy way to dispatch her is to go BACK around the corner, so she'll have to come after you. Wait for her just around the corner with the mouse cursor on the corner. When she comes around she'll be in range for half a second before she retreats; whack her then and put her in stun lock to finish her off. An illustration:
Corners work well, yes, but sometimes you can take advantage of obstacles to act as a corner. Sometimes a witch, being unable to hit you due to an obstacle, will try to come around it in the same fashion as the corner - and the same technique above will kill it. Look for posts, cauldrons, and "hidden" walls in Hell for good obstacles.
THE SHIFT KEY
ARMIES OF MELEE Retreat smart. Pull back and use corners. Use the shift key as described above to slow down a horde. The idea is to slowly, slowly pull back. When a monster tries to flank your position and become the 3rd or 4th attacker at once, it's time to pull back - and you only usually need to retreat 2 or 3 steps at most! Most importantly, though, use obstacles - walls are your best friend! Move down the length of a wall to severely limit their ability to surround you; melee monsters will "string out" into a chaotic line and actually get in each others' way trying to get to you. Take advantage of obstacles in Hell to use "virtual doorways" (thanks to Gore for this term) to stop your enemies short. If you stand right behind an obstacle (or behind and to the side), monsters will take longer to come around the obstacle and you'll usually only have to face two monsters at once! Also, if you have a large group of attackers following you, planting yourself in a corner can help, as only three attackers can face you at a time then. It'll help keep from being surrounded. However, watch out! Doing this will eliminate your escape route, unless you can be lucky enough to cast Teleport or Phasing to get away (Phasing is faster casting than Teleport).
STONE CURSE
Last of all, Stone Curse should be used as an offensive spell aid. Since Warriors have a really low magic stat, their magic missile chance to hit is very, very low. Using Stone Curse can save you time and mana. For example, Snow Witches are very susceptible to Fireballs, but a Warrior will have trouble connecting a shot. Wait until you have a bunch right next to each other, Stone Curse one in the middle, and fire. The splash damage from the Fireball can kill 5 or 6 Snow Witches right away!
FIRE WALLS
DEALING WITH DIABLO
DEALING WITH LAZARUS
VS. MELEE/RANGED COMBOS
ADVOCATE/LEVEL 16 TACTICS First off, a dinky little dagger of Haste can be FAR better to use than a King's Bastard Sword of Carnage vs. Advocates. Why? Stun lock. Only a Warrior using a one-handed weapon of Haste/Speed can put an Advocate in stun lock. If your normal weapon isn't a Haste/Speed suffix, you want to switch on level 16. If you don't, you'll simply have to Stone Curse every single Advocate or you'll be playing a long, frustrating game. Let's say you turn a corner and four Advocates are standing five paces away in a bunch, like so:
Simple. Advocates have two forms of attack. One is devastating; the other is barely noticeable. All the Warrior has to do is turn the corner and either walk in a zig-zag fashion to avoid getting hit OR teleport to this position:
Note too that this is a great strategy when Blood Knights are on your tail. Just don't swing at the Advocates, and they'll stay there uselessly Flashing you. Not only are they then not firing at you, but they act as shields to help stop swarming! If your to-hit% isn't high enough, Advocates will often escape your stun lock. What follows is something that I'm sure everyone's done from time to time: you watch the Advocate reappear, head toward it, and just as you're about to swing at him, he disappears again. Process repeats. How to avoid this? Timing. When an Advocate is firing his Fireballs, he's vulnerable. You can often Telekill him and catch him while he's firing to prevent him from escaping again. I find that a good timing is to cast Teleport just as he's reappearing. By the time you arrive, he'll be in mid-fire. You can also time this by walking in a zig-zag fashion, or simply Stone Curse the sucker. Here's also where a Golem comes in handy! If you've cleared an area of Blood Knights on level 16 and there's just a pack of Advocates left, head in and cast a Golem next to a bunch if you can. What happens is that Advocates will NEVER fire Fireballs at a Golem, and that pet of yours will walk up to them and attack. Since he's a melee attacker, the Advocate will try to use Flash to kill him. Flash is just as useless against Golems as it is against Warriors. Thus, your Golem will keep a bunch of Advocates from Fireballing you while you deal with other Advocates. Advocates tend to separate as time goes on. Often, if you enter an area and five to six Advocates are standing in a bunch, just retreat. Within 10 seconds, the group will many times break up, and that can help because their fire won't be as concentrated. While on Level 16, it is very important to separate the two enemy types. You won't last long battling Blood Knights while the Advocates are picking you off from afar. One way to do this is to use fire-based spells which bother the Blood Knights but not the Triple Immune Advocates, such as Flame Wave, Guardian, and Elemental. Also, a fun tactic is the "Ring Around the Rosie - Run Like Hell" method, which involves running around in a zigzag pattern to avoid Advocate Fireballs and yet activate the Blood Knights. Then retreat to a safe place and take the knights on.
AVOID TAKING FIRE
Happy Feet Tactics
You may want to walk a few paces at the edges of the zig-zag (in above case, the horizontal lines) until the ranged attacks are all headed to that point before moving to the other zig-zag edge.
Smarter Target Acquisition
Which point should the Warrior teleport to (and telekill one of the witches)? Answer: Location 2. Location 1 has only one Snow Witch to kill, so while he's killing the solitary witch all the others are firing at him. Location 3 would only put you next to 2 witches, as would Location 4. Teleporting to Location 2 will let you kill a witch and have three others flee (a smart Warrior would kill the witch with the number 3 on it first). When a witch is fleeing, it's not firing! One thing to note here is that witches don't always run from you right away. Sometimes, you can teleport to a position, kill a neighbor witch, and then pick off a witch who never moved from her position next to you. Be sure to take advantage of it when it occurs, as you're getting two kills per teleport. The whole idea is to lessen the number of witches who shoot at you at any one time, and simultaneously herd them into corners for easier kills. Now, a Warrior could also retreat to the east and wait for the witches to come around, killing one or two by the "peek-a-boo" method; then he could move out into the middle of the crowd to split them up. Both methods work well, although the quick teleport to position 2 will force the witches into corners.
VAMPIRE SWORD TACTICS
When using Vampires, it helps to go with a good AC configuration (over one with lower AC but more hit points and mana, for example), since you'll want to be using your mana for healing as much as possible. That means more casting of heal in melee situations. However, try to get the most mana you can without sacrificing hit points. You'll need to use the shift key more against creatures who like to run away, since you swing slower and they might try to dart off between swings.
MULTIPLAYER CO-OP TACTICS
In this situation, kill the monster on the RIGHT first, and let your Rogue friend whack the monster in her line of fire. I can't stress the importance of line-of-fire shots enough. Always stand to the side so that you and your partner can hurt the monster at the same time, and use the shift key to hold position before and after the kill. If you hug the walls, you make yourself much less of a target for the Rogues and Mages, who can fire out into the open without fear of hitting you. Also, a good thing to remember is to STAND STILL. Unless you need to retreat, you should use the Shift key to hold your position when fighting, to prevent you from running around in circles. This annoys the Warrior because he gets shot at, the Rogue because you keep getting in her line of fire, and the Mage because he can't figure out where you're going to go, and has to hold off on his Fireballs. When playing with Mages against Triple Immunes, the Mages will probably need to Stone Curse a lot. If he's using a Civerb's Cudgel or a good melee weapon, let him take the kills that he's stoned. Don't be a hog. Generally speaking, however, the whole point of teamwork is to cover for your partners' weaknesses. If you're playing with an ArtilleryMage (a Sorcerer with low AC but powerful spells), you need to keep the melee monsters off his back. You also need to deal with the triple immunes. If you're playing with a bow-wielding Rogue, let her take out the ranged attackers while you cover her on the melee. Common sense is what is essential. As said before, be careful that you don't teleport right into a line of fire. And, most of all, DON'T be the usual Warrior who activates a ton of monsters! If you see two Blood Knights headed your way, don't walk up to meet them - let them come to YOU. For, sure enough, there are probably 10 more behind them, waiting for you to activate them - and then you have a mess on your hands. This is why Warriors are often called Golems by the other classes...show that you thugs DO have brains. :-) In the end, however, the single BEST way to become a better co-op player is to play the other two classes. Know how the classes operate in all situations. If you can think like a Rogue and a Sorcerer, you'll know how they'll act, and you can predict it. Someone who only plays Warriors is really lacking in this area, and won't understand why Rogues and Mages can get continually frustrated playing with them.
ITEM RECOVERY I find that playing Mage-style is your best bet for item recovery. If you've done the Enchanted Shrine hunts, they'll pay off now. Also, if you've kept around a set of equipment (such as jewels) to assist in book-reading, equipping these to help recover items is a smart plan. Leave your gold in town - no need to keep losing half your gold each time you head down for your precious equipment. Stealth is useful in item recovery. If you can decrease your light radius, and walk one step at a time, you'll probably only face one monster at a time. Use Infravision scrolls to keep abreast of what's waiting for you: if you can see them before they see you, you've got a key advantage. Keep that in mind if you find a Gotterdamerung and you feel that you won't use it, or if you find a jewel of the Dark. Remember that maximum stealth is -80% light radius, which only attracts monsters who are one square away. Here's where Stone Curse REALLY comes in handy! You should be able to cast two Stone Curses per mana ball without equipment, and with your naturally high damage you can kill just about any monster in the time it takes for one Stone Curse to wear off. Always walk ONE STEP AT A TIME. See if you activate a monster, and if not, go on with another step. Avoid having to face the mob that killed you again. Telekinesis is your best friend. Use it when you can see your equipment on the other side of a wall where a mob lies in ambush. You can pick up your equipment without having to face them. If you die near the stairs, use successive town portals to slowly move the mob away from the stairs so you can eventually walk down and pick up the items in peace. Another tactic is to cast Phasing as you appear on a level; it'll very quickly teleport you to a random direction, and just might save you. Yet another tactic involves WHERE you die - if it's on levels 4, 8, or 12, you can try an alternate route by going to the level BELOW it and taking the stairs up. It's slow, but it'll let you appear on the level that you died without being mobbed. Using spells that hang around after you're dead are a good plan, too. Guardians and Fire Walls can kill a monster long after you've died...
THE ULTIMATE STRATEGY TIP
I'd like to thank Jarulf for his wonderful Guide to Diablo and
Hellfire, a MUST-GET informational tool for all Diablo fans; it was
used for 90% of the statistical information here, and can be found
at:
Want more Warrior Strategy? A good Battle.Net bud of mine and a
master of Warriors, .Gore., has a very good illustrated Warrior guide
at:
And don't forget Armin 's Guide to new Warriors:
The Diablo Strategy Forum:
Looking for good legits to play games with? Try the Diablo Strategy
Forum white pages: I'd like to also thank Sunset`Warrior and Johnxxxx, who showed me that Warriors are more than just Golems, and inspired me to play on with what I thought at the time was a useless class. Last but not least, all the people who contributed in large or small ways to this strategy treatise: Da O'Toth, Crystalion, P(IG), Varaya, Lissa, Wagon Dragon, WarLocke, Armin, Pete, Gyrefalcon, Dragledite, Gore, TheCla, Charles Warren, Skyth, OrkinMan, Bostic, Cormac, Chris Clarke, Sourceror, Lord-Supierion, Woody, Seal, Van_Damned, Belgarath, Code Myster, Boots, Argus McFrugal, Moriah, Holte, Corwin, Lord Satorius, Fortuna, and especially concre+e for hosting an HTML version of this guide. Greetings to Angels of Hell, the Diablo Strategy Forum and its regulars, and legits everywhere. Fight the good fight.
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- Bolty, Battle.Net account number 856021 bolty@rocketmail.com |