Warfare Skill Tree in Ravendawn

Warfare Skill Tree in Ravendawn

Warfare, characterized by an insatiable thirst for bloodshed, stands as the preferred archetype among  barbarians. Those who embrace this archetype excel in the art of brute force combat, harnessing the life force they spill in battle to both heal themselves and enhance the ferocity of their savage attacks. Witnessing a Warfare practitioner consumed by bloodlust and fueled by hatred is a truly fearsome spectacle. This archetype is widely used by players due to its passives and assets that give it a lot of lifesteal. If you are looking for an archetype that gives you enough vitality to stand among the ranks of enemies and finish them off, this is a good option.

Ravendawn - Dev Blog - Warfare

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Active skills

Brutal Strike Brutal Strike: Deals (100% Weapon Power) weapon damage to the target. Every third Brutal Strike heals you for (30% Weapon Power) Health.

Shieldbreak Shieldbreak: Deals (100% Weapon Power) weapon damage and reduces target's (Weapon Defense) by (5% Weapon Power) and (3% Weapon Power) more per 10 Aether consumed for 8 seconds. Range of this ability adapts to the weapon you are currently wielding.

Guillotine Guillotine: Deals (50% Weapon Power) weapon damage to the target, dealing (35% Weapon Power) more per 10 Aether consumed.

Bladestorm Bladestorm: Charges for up to 2 seconds and deals up to (160% Weapon Power) weapon damage in a small area. Heals (15% Weapon Power) health for each target hit. Deals (20% Weapon Power) more damage and heals (3.5% Weapon Power) more health per 10 Aether consumed. Moving when charging is possible at 50% reduced speed.

Feasting Strike Feasting Strike: Deals (100% Weapon Power) weapon damage to the target, healing you for (36% Weapon Power) Health per 10 Aether consumed.

Pummel Pummel: Interrupts the target's channeling dealing (40% Weapon Power) weapon damage. An interrupted skill can't be used again within 5 seconds.

Bull Rush Bull Rush: Charges 5 squares forward, any targets within 3 square width in front receive (50% Weapon Power) weapon damage. Passed enemies are pushed back.

Earthquake Earthquake: Deals (100% Weapon Power) weapon damage in a medium area, slowing targets by 30% for 6 seconds. Damage increases by (20% Weapon Power) per 10 Aether consumed.

Spiked Chains Spiked Chains: Throws chains in a cone-shaped area in front of you. Every target hit by it will be snared for 1 seconds, slowed by 30% for 3 seconds and pulled to your direction if there is enough room.

Fissure Fissure: Deals (100% Weapon Power) weapon damage and stuns targets in a cone-shaped area in front for 1.5 seconds. Stun is increased by 0.2 seconds per 10 Aether consumed.

Berserk Berserk: Generates 100 Aether after a 1.5 seconds delay and additional 50 Aether every 5 seconds in Berserk, but lowers your (Defense Power) by 10% for 5 seconds.

Fierce Leap Fierce Leap: Jumps to a location slamming the ground in a medium area, dealing (100% Weapon Power) weapon damage. Stuns enemies in a small area and slows by 50% in a medium area for 2 seconds.

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Passive skills

Note: Something to keep in mind is that you must have at least 3 active skills unlocked to be able to choose a passive one.

Savagery Savagery: Your critical strikes apply Deep Wounds to the target. Deep Wounds deal (15% Weapon Power) weapon damage to the target every 3 seconds for 12 seconds and heal you by 15% of the damage dealt per stack. You can have up to 3 Deep Wounds stacks on a target. Every subsequent stack will refresh the duration.

Bloodseeker Bloodseeker: Heals 15% of the damage dealt by basic attacks.

Concentrated Impact Concentrated Impact: Whenever you cast a skill and deal critical damage with it, apply a Sunder to the target for 12 seconds. Each Sunder reduces the target's (Defense Power) by (3% Weapon Power), stacking up to 5 times.

Bloodlust Bloodlust: Whenever you get below 30% health, Bloodlust will increase your (10% Weapon Power), critical chance by 20% and attack speed by 20% for 10 seconds. This effect can occur once every 90 seconds. Everytime you cast Brutal Strike, it will reduce the remaining cooldown of Bloodlust by 1.5 seconds.

Hatred Hatred: Whenever you deal damage, gain 1 stack of Hatred, whenever you take damage gain 2 stacks of Hatred for 6 seconds. Each stack of Hatred increases your (Attack Power) by 0,4% and reduces your (Defense Power) by 0,75%. This effect can occur once every 2 seconds, stacking up to 20 times. Cooldowns between dealing and taking damage to generate stacks are independent.

Bloodbath Bloodbath: Whenever you deal damage with your basic attacks, gain one stack of Bloodbath, melee basic attacks will give double of the amount. Bloodbath stacks heals 0.1% of damage dealt as health per stack, stacking up to 20 times. Upon reaching the maximum amount of stacks gain Frenzy. Frenzy will remove all stacks of Bloodbath and heal 10% of maximum health. Frenzy heals 10% of damage dealt as health for 10 seconds. Bloodbath effect goes on a 40 seconds cooldown upon gaining Frenzy.