Show/Hide Filters
| Name | Profession | Category | Type | Tier | Description |
|---|---|---|---|---|---|
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| Warrior | Defense | Minor (Master) | 0 | Regenerate health based on adrenaline level. |
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| Warrior | Defense | Minor (Grandmaster) | 0 | 5% of toughness is given as a bonus to power. |
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| Warrior | Arms | Minor (Grandmaster) | 0 | Increases damage to bleeding foes by 10%. |
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| Warrior | Strength | Major | 2 | Improves critical damage by 10% while wielding an axe in your main hand. |
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| Warrior | Strength | Major | 3 | Enter Berserker's Stance when you gain 5 or more stacks of might. This effect can only occur once every 45 seconds. |
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| Warrior | Strength | Major | 1 | Increased damage based how much adrenaline you have built. Stage 1: 3%. Stage 2: 7%. Stage 3: 12%. |
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| Warrior | Arms | Major | 2 | Increases your critical-hit chance with a sword by 10%. |
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| Warrior | Strength | Minor (Master) | 0 | Burst skills restore endurance. |
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| Warrior | Tactics | Major | 2 | Longbow damage is increased by 10% against burning foes. |
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| Warrior | Discipline | Major | 3 | Burst skills recharge 20% faster and cost less. |
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| Warrior | Arms | Major | 2 | Rifle and harpoon gun shots pierce. Rifle and harpoon gun skills recharge 20% faster. |
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| Warrior | Arms | Minor (Master) | 0 | Burst skills have a 10% increased critical chance. |
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| Warrior | Defense | Major | 1 | Increases damage to weakened foes by 5%. |
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| Warrior | Strength | Major | 1 | Damage and launch foes when you take falling damage. Take 50% less damage from falling. |
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| Warrior | Arms | Major | 1 | Bleeds you apply last 50% longer. |
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| Warrior | Arms | Major | 1 | Gain +40 precision for each unused signet you have equipped. |
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| Warrior | Defense | Major | 3 | Activates Endure Pain at 25% health. |
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| Warrior | Tactics | Major | 1 | You deal 20% additional damage while below 25% maximum health. |
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| Warrior | Discipline | Major | 3 | Deal 3% bonus damage per boon on your target. |
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| Warrior | Tactics | Minor (Adept) | 0 | Gain 5 extra toughness per level while reviving. |
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| Warrior | Strength | Major | 2 | Apply confusion when you interrupt a foe. |
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| Warrior | Defense | Major | 0 | Incoming immobilize, chill, and cripple durations are reduced by 33%. Gain regeneration for 3 seconds when you are affected by one of these conditions (this regeneration can only be gained once every 10 seconds). |
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| Warrior | Strength | Major | 2 | Damage is increased by 5% when wielding an axe, mace, or sword in your off hand. |
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| Warrior | Defense | Major | 1 | Gain adrenaline when hit. |
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| Warrior | Tactics | Major | 1 | Increases power of nearby allies by 70 points. |
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| Warrior | Tactics | Major | 1 | Increases damage for every boon on you. |
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| Warrior | Discipline | Minor (Master) | 0 | Weapon-swapping recharges 5 seconds faster. |
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| Warrior | Tactics | Minor (Master) | 0 | Increases revive speed by 10%. |
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| Warrior | Arms | Major | 2 | Gain might on a critical hit with a greatsword or spear. Greatsword and spear skill recharge 20% faster. |
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| Warrior | Arms | Major | 3 | Critical hits grant extra adrenaline. |
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| Warrior | Arms | Major | 1 | Gain fury and vigor (10 seconds) when you take damage greater than 10% of your maximum health in a single strike. This effect can only trigger once every 30 seconds. |
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| Warrior | Arms | Major | 1 | 10% chance to gain swiftness (3s) on critical hits. |
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| Warrior | Strength | Major | 1 | 5% of power is given as a bonus to vitality. |
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| Warrior | Discipline | Major | 1 | Gain a 2% critical-hit chance for 1 stage of adrenaline, 5% for 2 stages, and 9% for 3 stages. |
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| Warrior | Tactics | Major | 1 | Banners apply their bonuses to a larger area. Banners recharge 20% faster. |
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| Warrior | Tactics | Major | 3 | Banners also grant regeneration to allies. |
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| Warrior | Discipline | Major | 1 | Gain adrenaline when using a shout. |
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| Warrior | Arms | Major | 3 | Gain quickness for 4 seconds when you strike a foe with less than 25% health (90-second cooldown). |
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| Warrior | Defense | Major | 2 | Activates Balanced Stance when you are dazed, knocked down, launched, pushed back, or stunned. This effect can only trigger once every 90 seconds. |
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| Warrior | Tactics | Major | 1 | Apply a 1-second immobilize whenever you cripple a target with a skill. |
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| Warrior | Tactics | Major | 2 | Shouts recharge 20% faster. |
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| Warrior | Defense | Major | 2 | Hammer damage is increased by 25% when a foe is disabled. Reduces cooldown of hammer skills by 20%. |
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| Warrior | Discipline | Major | 1 | You gain might when you block an attack. |
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| Warrior | Defense | Major | 1 | Reflect missiles whenever you are blocking. |
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| Warrior | Discipline | Major | 2 | Movement skills break immobilize. |
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| Warrior | Arms | Major | 2 | Gain fury when you immobilize a target. |
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| Warrior | Strength | Major | 3 | Physical utility skills do 100% more damage and recharge 20% faster. |
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| Warrior | Strength | Major | 1 | Banners do damage when summoned. |
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| Warrior | Arms | Minor (Adept) | 0 | 33% chance to cause bleeding on critical hits. |
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| Warrior | Tactics | Major | 2 | Warhorn skills recharge 20% faster. Warhorn skills convert 1 condition into a boon. |
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| Warrior | Strength | Minor (Adept) | 0 | Damage foes at the end of a dodge roll. |
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| Warrior | Arms | Major | 1 | 33% chance to cause vulnerability on critical hits. |
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| Warrior | Strength | Major | 1 | Using a heal skill removes crippled, chilled, immobilize, and weakness. |
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| Warrior | Tactics | Minor (Grandmaster) | 0 | Grant might to nearby allies when you revive someone. |
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| Warrior | Discipline | Major | 2 | Critical hits with axes grant extra adrenaline. |
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| Warrior | Defense | Major | 2 | Gain +90 toughness while using a shield. Shield skills recharge 20% faster. |
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| Warrior | Strength | Major | 1 | Gain 3 stacks of might for 5 seconds and 1 strike of adrenaline each time you are blocked. |
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| Warrior | Tactics | Major | 2 | Use Shake It Off automatically when you have more than 1 condition. This can only trigger once every 30 seconds. |
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| Warrior | Discipline | Major | 1 | Signets recharge 20% faster. |
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| Warrior | Strength | Major | 2 | Greatsword and spear damage is increased by 10%. |
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| Warrior | Defense | Major | 3 | Gain 5 seconds of retaliation when struck by a critical hit. Cannot trigger more than once every 15 seconds. |
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| Warrior | Strength | Minor (Grandmaster) | 0 | Get a damage bonus when endurance is not full. |
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| Warrior | Tactics | Major | 1 | Increases longbow range. |
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| Warrior | Defense | Major | 2 | Mace damage is increased by 10% when a foe is weakened. Reduces cooldown of mace skills by 20%. |
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| Warrior | Defense | Major | 1 | Increases stance duration by 25%. |
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| Warrior | Discipline | Major | 2 | 100% chance to rally if you kill someone while in Vengeance. |
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| Warrior | Defense | Minor (Adept) | 0 | Extra armor when health is above 90%. |
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| Warrior | Discipline | Major | 1 | Gain extra adrenaline on a kill. |
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| Warrior | Arms | Major | 1 | 50% critical-hit chance against stunned foes. |
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| Warrior | Discipline | Minor (Grandmaster) | 0 | Gain might for 10 seconds on weapon swap. |
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| Warrior | Discipline | Minor (Adept) | 0 | ((Gain 5 strikes of adrenaline on weapon swap. This effect can only trigger once every 5 seconds.)) |
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| Warrior | Discipline | Major | 2 | Gain vigor when using a Stance. |
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| Warrior | Defense | Major | 1 | Increases health on rally. |
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| Warrior | Tactics | Major | 3 | Shouts heal. |
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| Warrior | Discipline | Major | 1 | Run faster while wielding melee weapons. |