Warrior feedback & Rolling Slam - including skill movement with keyboard/mouse

1) Rolling slam constantly has you 'stand still' on first slam when mobs are around. This needs to be adjusted so that rolling slam always 'rolls' while the move is happening.

2) Rolling slam needs to hit harder, you can add this as a benefit to skill gem quality - or just adjust the skill. In solo play it is good for clearing trash, when you play in co-op or waystones with boosted enemy HP it does not clear so you often use 2-3 rolling slams (including both slams) to clear trash mobs. The skill is insanely slow, even the AOE can be larger.

It works well in early-game but towards end-game it starts to fall off heavily. It really needs some love. It could also use some faster 'skill speed' animation, and longer rolling range

3) When using keyboard and mouse, there is inconsistencies with skill movement. For example if you press the key to rolling slam but do not HOLD down the key, your character will move in a line; but if you HOLD down the key then you can aim it with your mouse.

On top of this, while holding the skill button down, if you're also holding movement keys down (WASD) which is common and using the mouse, the WASD keys fight the mouse movement and prevent your turn radius.. for example if I am holding down 'WA' on keyboard, press rolling slam, and then try to aim my mouse around - my character will turn less

Whereas if I'm holding 'WA' hit rolling slam key, let go of WA while still holding rolling slam key my turn radius greatly increases.

This is also the same for SUNDER and SHIELD CHARGE. I believe they all need to be modified to work the same way. My suggestion is; press skill hotkey, then it follows mouse movement whether you hold down the skill hotkey or not.

Additionally, holding MOVEMENT keys should work the same as not holding movement keys, meaning if I'm holding 'WA' to go south west and aiming my mouse in a circle it should not prevent turn radius. Adjusting this will make warrior feel more consistent.

4) Basic mace strike - This ability needs to be usable while moving, it feels very weird to melee and have to stand still / auto-target enemies. You barely use mace strike end-game if you have it equipped. I pretty much use it to generate rage when i'm on cooldowns on a boss. But improving the feel would be making it so this skill can be used while moving AND adjusting it so that some swings hit multiple mobs at once (not from explosive AOE) just regular mace strike on a two-handed should hit multiple mobs. This may not be possible due to engine design (walking and swinging) because it appears to use some type of auto-aim system

5) Survivability - My warrior is insanely tanky, but it required giant's blood to be equipped and 75% block chance on top of insanely high HP. A shield is GREAT but instead of it being a choice it is MANDATORY.

I currently have 5,400 HP 73% armour, 75% block, and max resistances plus using the spirit gem for armoured plating which brings that up to 83%+ when using rolling slam. I feel like an absolute TANK but it feels like without the 75% block chance warrior is just so weak. I am SO SLOW in movement, skills, and DPS - so why isn't my armour enough to negate damage? Giant's blood is just too important on the passive tree. I think this needs a re-work.

Shield would be insanely cool if it was used to block hallways for co-op teammates, but the way the game is designed right now is everyone spams AOE as fast as possible on as few skills as possible to explode all mobs.. if that's the design then so be it, but I think it could use some love.

6) Reduce movement speed penalties the higher your strength is, once your STR exceeds a certain value you should be able to run at max movement speed. Movement debuff feels bad

7) Reduce mana cost of rolling slam - at high skill gem levels (25+) the mana cost of rolling slam is very high and cannot sustain without high mana regen or spirit gem giving mana on kills. The skill is too weak and slow to take that much mana.

8) The spirit gem - 'Soul Thief' should grant mana regen on ANY enemy you have contributed 35% or more damage to upon death. Currently in co-op if someone else last hits the enemy no matter how much damage you did, you do not get the bonus regen. This feels bad - especially on rolling slam. This isn't directly warrior related but should be adjusted anyway.


Overall I have been enjoying POE2 and Warrior is a cool class, but he just needs some love especially end-game. All of the cool abilities and combos you show or use in the Acts completely disappears; and if you try to play him with multiple skills he ends of being master of none. He works best in solo play and cannot compare DPS wise to any classes, nor speed wise, nor AOE wise.
Last bumped on Jan 28, 2025, 1:54:19 PM

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