I feel like the Warhorn is overlooked and probably undervalued as an option for the Warrior class. It’s pretty rare that I see other players using it, what with the deluge of 5 signet greatsword Warriors, and the other seemingly more popular options.
As a Warrior who hit 80 a few days ago and have used the Warhorn since around the mid teens, I figured I would try to offer up my opinion on why I enjoy it so much, and hopefully give some players a better understanding of the potential and usefulness of this item.
What makes the Warhorn worthwhile?
The Warhorn, if traited properly, is all about mobility, buffs and condition control, not just for you, but your entire team. It adds great support and utility to your build, making you and your allies very hard to lock down.
Charge (4) – Grant swiftness to yourself and allies, while curing chilled, crippled, and immobilized. 20 Second Recharge.
- Swiftness: 10 s
- Cures Crippled
- Cures Immobilized
- Cures Chilled
- Range: 1,200
Call to Arms (5) – Grant vigor to yourself and allies, while weakening nearby foes. 20 Second Recharge.
Charge is great for keeping up swiftness both in and out of combat. I’d go out of my mind running between areas if I didn’t have swiftness at higher levels. It’s also great for running past mobs you don’t want to deal with, with proper dodge rolling they can’t keep up with you. The effect removal makes it difficult for people to keep you locked down, further enhancing your mobility. Keep in mind, all of your allies in a range of 1200 units get Swiftness as well.
Call to Arms is excellent for dealing with heavy hitting mobs where you really need that extra dodge rolling endurance. For those who may not be familiar, Vigor grants you double endurance regeneration, making you a dodge rolling fool. Furthermore, you weaken your enemies, causing their hits to glance 50% of the time while also making it more difficult for them to dodge. As with Charge, your allies also get Vigor for using this ability.
That in of itself is quite useful, but let’s look at the Trait options and how they change the way the Warhorn is used.
The Tactics Trait Line
Tactics is the fourth Trait Line for the Warrior. For every point you add, it grants you +10 Vitality (Maximum Health Pool) and +1% Boon Duration. Already with the Boon Duration you can see that this will synergize well with the Warhorn. With a full 30 points in the Tactics Trait line, you’ve buffed up your Swiftness and Vigor buffs from 10 second duration to 13 seconds.
The only beef I have with the Tactics Trait line is that every minor Trait revolves around reviving. It has its benefits, because chances are if you choose to use the Warhorn it’s because you want a more utility oriented playstyle, and reviving allies jives with that quite well. I do wish though that maybe one or two of these were usable outside of reviving. It means that the majority of the time your minor traits are not in effect, but when you do need them it’s usually one of the more important situations in the game, as reviving allies in any scenario is pretty key to victory.
(edited by Grundnir.3852)