Part
1 began with a discussion on Warsteed traiting.
So,
the first choice to be made is warsteed type: Light, Medium, or Heavy.
Let’s
kick start this section with the Light Trait set.
Part 1: Trait line Overview (Part 1)
Part 2: Light Traits (you
are here)
Part 3: Medium Traits (Part 3)
Part 4: Heavy Traits (Part 4)
The Light Warsteed:
For
each trait set, there are options to put points into a build for (1) Stat
Modifiers, (2) a Red trait tree line called Red Dawn, (3) a Blue trait tree
line called Rohirrim, and (4) a Yellow trait tree line called Riddermark. That is a lot of R’s… read them again as they are the basis of all
traiting.
Stat Modifiers: You
can allocate as many as 5 points per stat. The Light trait stat modifiers progress
like the following table.
Table 2A: Light Horse Type – Stat Modifiers –
25 points
Agility
|
Strength
|
Power
|
Endurance (morale)
|
Armor
|
30
|
60
|
225
|
135
|
150
|
90
|
120
|
360
|
225
|
300
|
180
|
180
|
585
|
360
|
450
|
270
|
240
|
810
|
495
|
600
|
390
|
320
|
1080
|
675
|
750
|
We
can come back to the stat modifiers on wrap-up, but they are fairly
straight-forward. Moving on to the three trait trees... each of the three trait
trees have a “cap trait”, which is the last trait in the chain.
Red Dawn:
Here
is what the Discipline says for the Runekeeper.
There
are two skills associated with Light Horse – Red Dawn traits. Those are Feign
Injury (7) and Adrenaline Rush (9). When traited with those traits, skills are added to
your arsenal. These will be the same for all classes.
The
table below is hopefully easy enough to understand. There are 24 points that
can be spent in the Light warsteed Red Dawn line. When reading the table:
- “Pts to get” are 1 unless otherwise specified.
- The Trait is Passive unless it is marked in the “Skill?” column.
- A, B, C for a skill refer to the skill having up to 3 points that can be spent on that skill.
- (A Pre-requisite reference of 5B, for example, means the trait opens up after the second point is added to skill #5).
From
the RK perspective, the Red line traits are based on doing Damage. When in
Discipline “Red Dawn”, the RK skills do Fire Damage. There are two class specific traits: “Vicious
Attacks” and Wrath.
Table 2B: Light Horse Type –
RED Trait line (aka RK warhorse Fire traits) – 24 points
Trait Name
|
Pre
req
|
Pts
to get
|
Function
|
Skill?
|
|||
Long reach
|
1
|
A
|
+2 max distance of ranged skills
|
||||
B
|
+5 max distance of ranged skills
|
||||||
C
|
+10 max distance of ranged skills
|
||||||
Forceful Blows
|
2
|
A
|
1A
|
+400 Critical
|
-800 enemy armor
|
||
B
|
+800 Critical
|
-1600 enemy armor
|
|||||
C
|
+1200 Critical
|
-2400 enemy armor
|
|||||
Combat advantage
|
3
|
A
|
2B
|
+500 Physical Mastery
|
+700 Tactical Mastery
|
||
B
|
+1000 Physical Mastery
|
+1400 Tactical Mastery
|
|||||
C
|
+1500 Physical Mastery
|
+2100 Tactical Mastery
|
|||||
Exceptional Tactics
|
4
|
A
|
2B
|
+400 Finesse
|
|||
B
|
+800 Finesse
|
||||||
C
|
+1200 Finesse
|
||||||
Deceptive Appearance
|
5
|
A
|
2B
|
-10% damage threat
|
-10% healing threat
|
||
B
|
-20% damage threat
|
-20% healing threat
|
|||||
C
|
-30% damage threat
|
-30% healing threat
|
|||||
Vicious Attacks
|
6
|
5B
|
2
|
RK: moderate bleed applied
for skills:
Invoke the Elements, and
Oration of Embers
|
|||
Feign Injury
|
7
|
6
|
2
|
Causes enemy to stop attacking.
CD: 5 min, Duration: 5 sec
Cost: 181 power, 47 Mount power
|
skill
|
||
Adrenaline Rush
|
8
|
6
|
2
|
-100% warsteed power cost.
Must be at less than 30% power.
CD: 3 min, Duration: 10 sec
Cost: none
|
skill
|
||
Wrath
|
9
|
6
|
3
|
RK: While in RED DAWN
discipline,
+25% critical chance for skills:
Fixation of Flame, Oration of Embers, and
Resolution of Fire
|
Rohirrim:
Here
is the Rohirrim Discipline as it looks for RK. The skills will change to be
Healing skills.
Rohirrim
Discipline is for protection. You get the idea; it is mitigations and such.
However, Rohirrim is also the heart of your warsteed power and morale
(endurance) management.
There
are two Rohirrim skills: Invigorate and Bolstering Cry. One is a power
restore and the other is a morale boost. Both skills are variable (I think they
are based on character level).
Similar
to the previous table, here is the Blue trait line. To get all these traits and
cap the Blue line requires 28 points.
Two traits are class
specific: Quickness and “Motivation through Aggression”, which are the capstone
and the next to capstone skill.
Table 2C: Light Horse Type – BLUE
Trait line (aka RK warhorse healing traits) – 28 points
Trait Name
|
Pre
req
|
Pts
to get
|
Function
|
Skill?
|
||||||||
Tough Exterior
|
1
|
A
|
+250 Physical Mitigation
|
+250 Tactical Mitigation
|
||||||||
B
|
+500 Physical Mitigation
|
+500 Tactical Mitigation
|
||||||||||
C
|
+750 Physical Mitigation
|
+750 Tactical Mitigation
|
||||||||||
Fast Manoeuvering
|
2
|
A
|
1A
|
+300 warsteed Evade
|
||||||||
B
|
+600 warsteed Evade
|
|||||||||||
C
|
+1200 warsteed Evade
|
|||||||||||
Defensive Riding
|
3
|
A
|
2B
|
+240 Block
|
+400 Parry
|
+120 Evade
|
||||||
B
|
+480 Block
|
+800 Parry
|
+240 Evade
|
|||||||||
C
|
+800 Block
|
+1200 Parry
|
+480 Evade
|
|||||||||
Invigorating Presence
|
4
|
A
|
2B
|
+500 Inc. Heal rating
|
+500 Out. Heal rating
|
|||||||
B
|
+1000 Inc. Heal rating
|
+1000 Out. Heal rating
|
||||||||||
C
|
+1500 Inc. Heal rating
|
+1500 Out. Heal rating
|
||||||||||
Bond of Power
|
5
|
A
|
4B
|
+108 Mount ICPR
|
+252 Mount nCPR
|
+90 ICPR
|
+180 nCPR
|
|||||
B
|
+216 Mount ICPR
|
+504 Mount nCPR
|
+180 ICPR
|
+360 nCPR
|
||||||||
C
|
+324 Mount ICPR
|
+756 Mount nCPR
|
+270 ICPR
|
+540 nCPR
|
||||||||
Invigorate
|
6
|
5B
|
2
|
Restores 762-1088 Mount power initially,
Restores 508-725 Mount power every 2s for 10s.
CD: 3 min
Cost: 181 power
|
Skill
|
|||||||
Bond of Morale
|
7
|
A
|
4B
|
+81 Mount ICMR
|
+162 Mount nCMR
|
+90 ICMR
|
+180 nCMR
|
|||||
B
|
+162 Mount ICMR
|
+324 Mount nCMR
|
+180 ICMR
|
+360 nCMR
|
||||||||
C
|
+243 Mount ICMR
|
+486 Mount nCMR
|
+270 ICMR
|
+540 nCMR
|
||||||||
Bolstering Cry
|
8
|
7B
|
2
|
+3104 Mount morale
CD: 3 min
Cost: 196 power
|
skill
|
|||||||
Quickness
|
9
|
A
|
4B
|
RK: Oration and Debate
skills have -2s cooldown
|
||||||||
B
|
RK: Oration and Debate
skills have -4s cooldown
|
|||||||||||
C
|
RK: Oration and Debate
skills have -6s cooldown
|
|||||||||||
Motivation through Aggression
|
10
|
9A
|
3
|
RK: While in ROHIRRIM
discipline,
(chance) Restores 10% morale and 10% warsteed Morale to self and
fellowship within 40m
25% chance to apply when using the skills:
Fixation of Health, Amelioration Oration,
Debate the People, Resolution of Enduring Life
|
Riddermark:
Here
is the Riddermark Discipline.
All
three horse types start off very similar on this trait line. The numbers are
different (Light has better handling than the others) but the traits are the
same. The “... of the Herd” trait, which is also a skill, is a fellowship
bonus and there is one for each horse type.
Riddermark
has three traits that offer skills: Dash (speed), Caution (defense), Speed of
the Herd (fellowship buff). This trait line requires the least amount of points
to obtain at 17 points.
The
Riddermark is the Runekeeper’s Lightning Discipline. The skills change to
lightning attacks while Riddermark stance is set. Only one trait is class specific: the capstone, Disengaging Strikes.
Table 2D: Light Horse Type – YELLOW
Trait line (RK Speed/Lightning traits) – 17 points
Trait Name
|
Pre
req
|
Pts
to get
|
Function
|
Skill?
|
||
Fleet of Hoof
|
1
|
A
|
+5 Acceleration Rate
|
|||
B
|
+12 Acceleration Rate
|
|||||
C
|
+22 Acceleration Rate
|
|||||
Born Sprinter
|
2
|
A
|
1A
|
+1.0 mps max speed
|
||
B
|
+1.0 mps max speed (stacks)
|
|||||
C
|
+1.0 mps max speed (stacks)
|
|||||
Agile Movement
|
3
|
A
|
2B
|
+5 warsteed turn Rate
|
||
B
|
+10 warsteed turn Rate
|
|||||
C
|
+15 warsteed turn Rate
|
|||||
Dash
|
4
|
2B
|
+3 max speed (up to 16.0 max)
CD: 20s, Duration: 12s
Cost: 202 Mount power
|
skill
|
||
Hard to Tire
|
5
|
4
|
Dash skill becomes a Toggle, runs until out of power
Cost” 17 Mount power per second
|
|||
Caution
|
6
|
3B
|
Forces the enemy to ride at a distance on your right flank.
CD: 30s, Duration: 10s
Cost: 154 Mount power
|
skill
|
||
Speed of the Herd
|
7
|
6
|
2
|
Fellowship within 40m:
+500 Mount power, -10% attack duration, +3% Evade
CD: 30s, Duration: 1 hour
Cost: 196 Power, 96 Mount power
|
skill
|
|
Disengaging Strikes
|
8
|
6
|
3
|
RK: While in RIDDERMARK
discipline,
50% chance to dismount target when critical hit for skills: Fixation
of Storms, Oration of the Bleak Sky,
Resolution of Storms
|
Dana,
How would you build a Light horse?
Good
question. If you don’t have any traits in the Blue line, your skills will deplete your warsteed power very quickly. I also love ranks in the Power stat. I want to stay
fighting hard as long as I can. While I am not a Fire RK, the warsteed Red line
modifies skills to do a great job at Fire DoT bleeding enemies to death. It
isn’t as fast as I am used to as a Lightning RK, but you can hit an enemy with a few Fire DoTs
and they will die while you have run far away on your speedy Light horse.
Final tip for all horses: If
you are in a fight and run out of Power, move away slightly from the fight out
of immediate danger, then dismount and remount. You CAN remount while in
combat. The warsteed power and morale resets and you can get back to killing
the enemy. It is easy to do this within a few seconds.
4 comments:
You're doing some amazing work with this. Keep it up!
That is high praise! Thanks Warsteeds.com. :D
Hi Danania - your Warsteed Traiting series is fantastic. It helped me get over the daunting prospect of spending my points. I hope its OK, I have referred readers of my post on Captain Warsteed Traits to your great posts. Apelred.
Thanks Apelred! I am glad you benefitted from it and happy that you come to visit danania.net!
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