CHAMPION SKILLS OVERVIEW
These are single-target attacks. Runes of Striking lower the power cost of these skills. Many of these skills can be upgraded with traits from the Berserker line.
- Wild Attack - When dual-wielding, this is a double-attack that does decent damage and adds 1 pip of fervour. When using a 2-handed weapon or 1-hander and shield, this does a single attack with good damage. This skill can be upgraded with the trait Call of the Wild to generate additional threat, and/or with Blood-Lust to generate 1 extra fervour with a critical hit.
- Swift Strike - A quick single attack that does good damage and adds 1 pip of fervour. This skill has a high power-cost and should be used sparingly. Can be upgraded with the trait Swift to Anger to add 1 additional fervour pip with a critical hit.
- Feral Strikes -A double-attack that does good damage with each swing and has a 25% chance to remove 1 corruption from the target. Requires 3 fervour and removes 2 pips when used.
- Savage Strikes - A big, dramatic triple-attack when dual-wielding, or a double-attack when equipped with 2-hander or shield. First two attacks (main-hand) do good damage, third (offhand) does decent damage.
- Relentless Strike - A very powerful attack that drains 4 fervour. This strike cannot be blocked or parried and will never miss against on-level opponents, though it can be evaded. When dual-wielding, the second strike does decent damage.
- Brutal Strikes - This attack does 3 equal hits that each do good damage. Dual-wielding does not add an additional strike. Requires at least 4 fervour to use, and removes 3 fervour once fired.
- Remorseless Strike - A very powerful attack that drains 4 fervour and does high damage. It is as difficult to defend against as Relentless Strike (cannot be blocked or parried, will never miss against on-level opponents, may be evaded). Dual-wielding does not add an additional strike. This skill does massive damage on critical hits.
- Merciful Strike - A powerful single attack that can only be used on opponents under 20% morale. Dual-wielding does not add an additional strike. Using this skill adds 2 pips of fervour. This skill can be improved with the trait Bountiful Mercy to be useable when the target is at 50% morale.
- Bracing Attack - An attack that does good damage and restores a bit of the Champion's morale. Dual-wielding adds an additional off-hand strike that does decent damage. Costs 2 fervour. This skill can be upgraded with the trait Braced Against Defeat to restore more morale.
- Clobber - This skill does good damage and, more importantly, interrupts inductions. This skill is the most reliable interrupt in the game, as it has a very short cooldown (5 seconds) and does not require extensive planning to use, unlike Warden gambits. Dual-wielding does not grant an off-hand attack. Costs 1 fervour.
- Hamstring - This attack does good damage and slows the target's run speed significantly, making it handy for off-tank kiting. Costs 1 fervour.
- Ferocious Strikes - A legendary skill that can be attained at level 39 by collecting pages for the Tome of Swords. Does 3 powerful strikes (dual-wielding does not grant an additional off-hand strike) and is as difficult to defend against as Relentless Strike. This skill generates a large amount of threat.
These are the area-effect skills. Runes of Vanquishing will lower the cost of these skills. These skills are generally improved by slotting traits from the Deadly Storm line.
Strangely, the streaking arrow represnts slightly more danger than the four giant orcs.
- Blade Wall -A frontal area-effect attack (180-degree arc in front) that does good damage. Generates no fervour unless improved with the Stalwart Blade trait, which adds 1 pip of fervour for each successful attack. Dual-wielding grants an additional off-hand attack.
- Cleave - A full area-effect attack (360 degrees) that does good damage and has a 50% chance to cause a bleed. Dual-wielding does not grant an additional off-hand attack. Costs 2 fervour. This skill is replaced at level 54 by Rend, which automatically applies a larger bleed. The trait Improved Rend also causes these skills to reduce the targets' armour rating.
- Blade-Storm - A full area-effect attack that does very good damage. Dual-wielding grants an additional off-hand attack. Costs 4 fervour; the trait Eye of the Storm reduces this cost by 1, and the trait Winds of the Storm allows this skill to affect an additional 5 targets.
- Fighting Dirty - A Burglar-worthy attack that does modest damage against opponents below 25% morale, and causes subsequent area-effect attacks to do an additional 25% damage. This skil can be upgraded with the trait Dirt Cheap, enabling it to be used on targets at 50% morale. Adds 1 pip of fervour.
- Sound the Attack - A full area-effect attack that does good damage and stuns up to 5 opponents for 3 seconds. Can be upgraded to Horn of Gondor with the trait Mighty Blast, which does additional damage and checks against cry resistance rather than block/parry/evade. Costs 5 fervour.
- Raging Blade -A legendary skill attainable at level 39 by collecting pages for the book The Artisan Blade. This skill does 2 high-damage, full-area-effect attacks and generates significant threat. Dual-wielding adds an additional off-hand attack. Costs 5 fervour.
- Great Cleave - A non-damaging skill that makes all area-effect attacks cost 1 les fervour for 15 seconds. This skill is transformed into Deathstorm when the legendary skill Deathstorm is slotted, and using it will reset the cooldowns for all area-effect attacks and make them cost 0 fervour for a short time.
These are toggled skills that change the way the Champion fights. Stances can be switched mid-combat to better react to changing battle conditions as required.
- Fervour - This stance is the default offensive stance for soloing. It increases outgoing damage by 15% and in-combat power regeneration by a set number, and 1 fervour pip is generated ever 5 seconds while in combat. The Champion cannot block, parry or evade while in Fervour stance, and incoming heals are reduced by 30%, making this a less-than-ideal stance for use in a group. Fervour generation is increased by slotting 4 traits in the Berserker trait line.
- Ardour - This stance is slightly more defensive than Fervour stance. In-combat power regeneration is increased (though not as much as in Fervour stance), the Champion gets a boost to all critical defense ratings, and 1 pip of fervour is generated every 9 seconds. Parry and evade ratings are reduced, but block rating is unaltered by this stance. Despite the relative hit to damage output and decreased fervour generation, this is a slightly more ideal stance to use in a group if the Champion anticipates needing any sort of healing.
- Glory - This stance is the off-tanking stance. In-combat power regeneration is increased (though to a lesser degree than either Ardour or Fervour stance), all critical defense ratings get a significant boost (higher than Ardour stance), and block/parry/evade ratings remain unaltered. However, this stance reduces outgoing damage by 15% and generates 60% more threat, and fervour generation is slow at 1 pip every 12 seconds. Slotting 4 traits from the Martial Champion line makes Glory stance increase maximum morale while toggled.
- Continuous Blood Rage - A legendary skill attainable at level 58 by completing (something in Moria). Less of a "stance" than a "fast-burning fuse," Continuous Blood Rage shakes off roots, stuns, dazes knockdowns and conjunction stuns, and makes the Champion immune to all combtat states while active. It also increases outgoing damage significantly and adds 50% to all resist ratings except disease. However, this frenzy comes at a terrible cost: incoming healing is reduced by 90%, and the Champion burns morale every second while it is active. Keeping this skill active for an extended period of time may make the Champion impervious to crowd-control, but it will also make him more vulnerable to defeat by ordinary means because of the heavy per-second morale drain.
Picking Fights and Staying In Them
These skills are best used to initiate battles, or to prolong fights in a productive way.
The effects of Red Bull on a Champion.
- Let Fly - A basic ranged attack with a bow that does decent damage.
- Champion's Challenge -A ranged cry that does no damage but forces aggro for 10 seconds.
- Battle-Frenzy -Instantly increases fervour. The base is 3 pips, but this can be increased with the trait Fervent Rage, which causes it to add 5 pips, filling the fervour meter.
- Flurry - Increases the Champion's attack speed by 15%. Can be improved with the trait Flurry of Blows, which makes the effect last longer and further increases attack speed. Costs 2 fervour.
- Sudden Defense - Dumps all fervour and boosts parry and evade ratings.
- Exchange of Blows - A buff that has a 50% chance to reflect common damage back onto the attacker. Costs 2 fervour.
- Sprint - Increases run speed to 125% and ignores the effect of slowing debuffs. Improved by the trait Athletic, which reduces the cooldown by 2 minutes.
- Dire Need - Drains half of the Champion's current power and returns it as double the amount of morale. The trait Time of Need improves this skill, causing it to add 5 pips of fervour and recover 5 minutes faster (default is 30 minutes).
- Hedge - A small melee attack that removes the disarmed effect, increases parry and wound resist ratings and makes the Champion immune to further disarming attacks for a short time. This skill is improved by the trait Tight Grip, which reduces the cooldown and extends the duration of the buff.
- Fear Nothing! - Instantly removes up to 3 fear debuffs and adds 2 to fervour.
- Adamant - Reduces incoming ranged and melee damage by 10% for 30 seconds. This skill is improved by the legendary trait Invincible, which increases the damage reduction to 30%.
- Blood Rage - This skill instantly recovers the Champion from dazes, stuns, knockdowns, and conjunction stuns at the cost of morale.
- Rising Ire - Instantly transfers 15% of total accumulated threat from a group member to the Champion, useful for keeping healers aggro-free when the tanks are busy. Costs 2 fervour.
- Ebbing Ire - Instantly transfers 25% of total accumulated threat from the Champion to another member of the group. Useful for transferring aggro to the tank after taking it off the healer. Costs 4 fervour.
- Fight On - A legendary skill attainable at level 39 by collecting pages for the book the Joy of Battle. Sucks the power out of nearby enemies and transfers it to the Champion, in a similar fashion to the Guardian skill Thrill of Danger. Additionally, the Champion does 25% extra damage for the duration of the effect. When the skill wears off, the Champion's in-combat power regeneration is reduced to 25% of normal.
- Controlled Burn - A legendary skill attainable at level 45 by completing both class quests. Using this skill activates improved versions of Flurry (20% reduction to attack duration) and Exchange of Blows )75% chance to reflect common damage), increases in-combat power regeneration and outgoing damage, and adds 1 pip of fervour every 5 seconds.
These skills are only usable after an enemy has been defeated by the Champion or his group.
The reward for killing an orc: 30 XP and a heavy metal album.
- Second Wind - Restores a small amount of power. The trait Vigour of Champions empowers this skill to restore more power.
- Heroics -This skill restores the power of allies after the defeat of a foe, draining the Champion's power. This skill is replaced at level 64 by True Heroics, which adds a secondary 30-second self-buff according to the Champion's current stance:
- Fervour - +30% incoming healing
- Glory - +15% melee damage
- Ardour - +60% to in-combat power regeneration
- No stance - no buff.
- Blocking Blades - Boosts Champion's parry rating until out of combat for 9 seconds.
- Red Haze - Adds a pip of fervour, and an additional pip every 15 seconds until out of combat for 9 seconds.
- Boast - While not necessarily available only after the defeat of an enemy, this skill recounts the tales of the Champion's many, many victories to all those who are nearby, causing them to cheer.
All classes have a few specialized tools that only they can use. Champions have a few neat ones.
Tarkrip Blade is not a fan of smooth jazz.
- Runes - These items go in the class item slot on the character record panel, and come in two flavours: Runes of Striking and Runes of Vanquishing. Runes of Striking lower the power cost of "Striking" skills, i.e. single-target attacks, and Runes of Vanquishing lower the power cost of "Blade" skills, i.e. area-effect attacks. Basic versions of these runes can be purchased at any Champion class trainer, and more advanced versions can be crafted by tinkers. Legendary runes, available to premium members who purchase the Mines of Moria expansion, are also craftable by tinkers, and are discussed in greater detail on the Legendary Items page located here.
- Champion Horns - These can be made by woodworkers. Champion horns do not inflict damage, but stun groups of enemies for a duration depending on the level and quality of the horn. Low-level, low quality horns have short durations and affect few mobs, and high-level, high quality horns affect more mobs for longer. They have a 15-minute cooldown across the board.
- Shields -While not technically a class-specific item, Champions are one of only 2 classes able to use heavy shields (when traited with Heavy Shield Use; otherwise they are limited to light and medium shields the same as Captains and Minstrels).
- Weapon Selection - Champions have the widest selection of available weapons. While they cannot use class-specific weapons (halberds, for example), they can use basically everything else, and they have 3 configurations (2-hander, dual-wield, 1-hander plus shield), which makes them somewhat more versatile than many other classes.