Everquest is a massive game, when the third expansion “Shadows of Luclin” was launched Sony wanted to grant players another path of advancement, thus it introduced the “Alternate Advancement” in form of speciality path for all classes known to all Everqeust players as the short term “AA”. Everquest Warrior AA can dramatically confuse new players, but once explained and planned, it will put you at the right direction. This Warrior AA guide was compiled to make it easier for young warriors to choose their path.
“What AA should I go for next?”
“Combat Fury is great for holding aggro, it increases your dps!”
“I say you should get This one first! No, don’t get that, get this one first!”
We’ve all heard statements like this before. I got bored today and decided to try to help newer warriors out by compiling a list of every possible AA a warrior can get, categorize them into their primary function (as defined by our class roles: Primary-Taking Hits and Holding the Mob’s attention. Secondary-Dealing Damage), and rank and how effecient it rates against other abilities that fit into the same category. People can now decide what area they want to improve upon (Tanking, Getting/Maintaining Aggro, Dealing Damage), look at the list, and get a general idea of what they should go for next.
Abilities that, while they don’t actually fit any of the other categories, they are something that should be gotten as soon as possible
Innate Run Speed – 1
Area Taunt – 2
Origin – 3
Swift Journey – 3
Mystical Attuning – 3
Abilities that help you live longer against a mob, whether you’re soloing, exp’ing, or on a raid
Combat Agility – 1
Combat Stability – 1
Natural Durability – 1
Physical Enhancement – 2
Innate Defense – 3
Lightning Reflexes – 3
Planar Durability – 3
Sturdiness – 3
Reflexive Mastery – 3
Defensive Instincts – 3
Slippery Attacks – 4 (if dual wielding)
Delay Death – 4
Planar Power – 5
Chaotic Potential – 5
Discordant Defiance – 6
Heightened Endurance – 7 (Cross-Listed with AGGRO)
Fitness – 7 (Cross-Listed with AGGRO)
– There is no difference if you level up CA1/CS1/ND1/CA2/ND2/CS2 or if you go CA3/CS3/ND3, or if you start with CS instead of CA, or ND instead of…etc. They all make about the same impact in the long run. If your HP is low but your AC is good, level up HP first…if your AC is low but your HP is good, level up your CA/CS first. It’s really not that big of a deal.
These abilities are able to increase the hate you are able to keep on the mob…equally important as tanking abilities, when you make the realization that if the mob isn’t hitting you, all your HP/AC/AAs are being wasted. IF AN ABILITY IS NOT LISTED UNDER HERE, THEN IT WILL NOT HELP YOU KEEP AGGRO ON ANY MOB!
Weapon Affinity – 1
Ferocity – 2 (Cross-Listed with DPS)
Ambidexterity – 3 (Cross-Listed with DPS)
Punishing Blade – 3 (Cross-Listed with DPS)
Flurry – 4 (Cross-Listed with DPS)
Raging Flurry – 4 (Cross-Listed with DPS)
Crazed Onslaught – 4 (Cross-Listed with DPS)
Double Riposte – 5 (Cross-Listed with DPS)
Flash of Steel – 5 (Cross-Listed with DPS)
Stalwart Endurance – 6 (Cross-Listed with UTILITY)
Shielding Resistance – 6 (only if Dual Wielding)
Shield Block – 6 (only if using a shield while tanking)
Heightened Endurance – 6 (Cross-Listed with TANKING)
Fitness – 6 (Cross-Listed with TANKING)
Sinister Strikes – ?
– Weapon Affinity is listed first assuming the warrior has a significant aggro proc (Enraging Blow, Anger3, etc).
– Ferocity grants an extra chance to double attack no matter what weapon scheme you are using, so it is the cheapest/easiest to get AA.
– Ambidexterity/Punishing Blade are put in place to be dependant on whatever tanking weapon choice the warrior uses.
– Flurry is, in my opinion, the second best aggro AA we have (behind Weapon Affinity). However, I placed it behind Ferocity and Ambidex/PB because of the amount of AAs needed to max it (48AAs when you include the prerequisites) — getting those two will give you more bang for your buck faster.
– Stalwart Endurance lets you avoid being stunned — in other words, you are able to continue to melee, building aggro and keep up with your proc-rate.
– Double Riposte is a marginal increase in aggro — basically, it gives you an extra swing about once a minute (that’s an eyeball figure…if somebody has actual data I’ll modify it).
– I’m adding Sinister Strikes to the end of this list. There is some discussion over whether the increased damage bonus in your offhand will in turn increase your aggro. I am waiting for an aggro test to come up (similar to that which was used in this thread) which proves Sinister Strikes increases your offhand aggro.
These take a back seat to the Tanking and Aggro abilities, if you’re looking to optimize your role as a tank. However, these are very important for exp grouping situations — the faster the mob dies, the better.
Ferocity – 1 (Cross-Listed with AGGRO)
Tactical Mastery – 1
Ambidexterity – 2 (Cross-Listed with AGGRO)
Punishing Blade – 2 (Cross-Listed with AGGRO)
Sinister Strikes – 2 (Cross-Listed with AGGRO)
Combat Fury – 3
Fury of the Ages – 3
Flurry – 4 (Cross-Listed with AGGRO)
Raging Flurry – 4 (Cross-Listed with AGGRO)
Crazed Onslaught – 4 (Cross-Listed with AGGRO)
Overwhelming Attack – 4
Double Riposte – 5 (Cross-Listed with AGGRO)
Flash of Steel – 5 (Cross-Listed with AGGRO)
Ingenuity – 6
Strengthened Strike – 7
Veteran’s Wrath – 7
Finishing Blow – 8
Coup de Grace – 8
Death Blow – 8
– I put Ingenuity at 4, but really it could change depending on what weapon you are wielding, and if you have any levels of WA yet. Wielding an Ethereal Destroyer with WA5 will put Ingenuity higher on the list, dual wielding DBotW/BF won’t even include Ingenuity at all.
– Sinister Strikes is only worth getting if you dual wield (obviously)
These are abilities which are important to the warrior class, but do not necessarily fit into any of the previous categories
Stalwart Endurance – 1 (Cross-Listed with AGGRO)
Hastened Instigation – 2
Innate Resists – 3
Innate Charisma – 3
Living Shield – 4
Extended Shielding – 4
Fear Resistance – 5
War Cry – 5
– Innate Charisma is listed because it is, generally, one of the important stats to a raiding warrior that is not easily maxed with gear. Charisma increases the chance of DI succeding (DI is a buff that, if you are low on health, dispells itself and has a chance to fully or partially heal you. DI succeding refers to a heal taking place, DI failing refers to DI dispelling itself but no heal or a partial heal taking place)
– Level 3+ is listed to fill out at your wont. None of them are game-breaking, and depending on your play style, each can be better than the one before it. If you are a warrior and you don’t use /shield, I recommend you try it out.
These abilities, for lack of a better description, are just gravy. They have minimal uses for any job that a tank may need to fulfill in a group situation, and are mostly used either for showing off (like Rampage), or to help soloing, or have such a minimal effect on gameplay that they’re not worth getting until last (innate str, anyone?)
There is special preference given to the abilities that are worth spending points on because, while they don’t help with actually tanking/damaging/helping a group, they are definately worth getting before others.
Innate Metabolism – 1
Innate Regeneration – 1
Natural Healing – 1
Convalescence – 1
Rampage – 2
Furious Rampage – 2
Innate Str/Sta/Agi/Dex/Int/Wis – 3
Innate Lung Capacity – 3
Lasting Breath – 3
Eternal Breath – 3
Warlord’s Tenacity – 3
Resolute Defiance – 3
First Aid – 3
Bandage Wound – 3
Mithaniel’s Binding – 3
New Tanaan Crafting Mastery – 3
OoW Tradeskill AAs – 3
Packrat – 3
Press the Attack – 4
– Some people swear by metabolism, other’s think its a waste. If you find yourself annoyed with having to buy food, or if you spend considerable time/effort getting food that satisfies your tastes, its definately one to consider
– Understand that most of these are situational abilities. Some people feel it is very important (soloers may feel the bind-wound abilities are very important. Tradeskillers will probably want to get New Tanaan Crafting Mastery. Pretty self-explanitory
– Rampage is top priority if you have an Earthshaker. Duh.
– Until they make Press the Attack more useful (ie, can interrupt spells, or moves the mob significantly, or has a much faster re-use time), it remains entirely worthless in my opinion.