Arms man vs Warlock or any other healing class when grouped or solo.
I will start with an Armsman and will continue when I have the time with other characters for the Albs. I've been playing an Armsman for a very long time, and I look at it this way that works for me. Others may feel a bit different about it, but if it works for you, go for it. Cheers!
Close the Gap Fast - Warlocks are weakest in melee, but their opener will hurt:
Charge Realm Ability is your best friend — breaks mez/root/snare and makes you immune to them for a short duration.
If you don’t have Charge, use Determination + Purge to get back in the fight after a CC.
Consider Bodyguard / Shield Slam in group fights to lock them down.
Open with a Slam
Once you’re in melee range, Slam (Shield 42 style) for a 9-second stun.
While they’re stunned:
Apply disease if you have a weapon with a disease proc (craft one if possible).
Start your highest damage chain styles (Polearm/Two-Handed burst).
If you can disease them early, their heals will be 50% less effective the whole fight.
Keep Interrupt Pressure - Even in melee, Warlocks can still try to heal or lifetap.
Use Side Stun (if Polearm) or just keep swinging to keep them under melee interruption.
Swap to a fast weapon to maintain constant hits and keep them from casting.
Burst Through Chambers - Warlocks often chamber an instant heal for emergencies:
Expect them to pop one after your first big hit.
Don’t panic — keep the pressure and reapply disease.
If they try to kite after a heal, Snare them with a weapon proc or snare style.
Realm Abilities & ML Tools - For solo/small-scale:
Charge – Immune to CC, lets you reach them.
Purge – Remove root/mez/disease from yourself.
Mastery of Pain / Mastery of Arms – Boosts melee damage output.
Battlemaster Styles (Bodyguard, Snare) – To lock them down.
Banelord Abilities – Particularly Primal Agony (AE interrupt) if available.
Arms man Solo Kill Flow vs Warlock
Approach: Pop Charge if CC’d, sprint in.
Slam: Land the 9-sec stun.
Burst: Swap to Polearm/Two-Hand, hit your highest damage styles.
Disease: Weapon proc or RA to reduce healing.
Fast Weapon Pressure: Keep interrupts constant.
Snare if Kiting: Lock them in place, finish with burst.
Gear
Craft a disease proc weapon (very important vs healers/Warlocks).
Keep a fast weapon in secondary slot for interruption duty.
If possible, have a snare proc weapon for chase-downs.
Arms man vs Warlock Hotbar.
[1] Purge (RA) – break mezz/root
[2] Slam (Shield 42)
[3] Polearm/2H Anytime Damage Style
[4] Polearm/2H Follow-up Style
[5] Weapon Swap → Disease Proc (macro)
[6] Fast Weapon Swap (macro)
[7] Snare Style / Snare Proc Weapon Swap (macro)
[8] Sprint Toggle
[9] Endurance Pot
[0] Banelord Primal Agony (if ML9) or Ranged Throw Weapon
Weapon Swap – Disease: /macro Disease /equip right <disease weapon name>
Weapon Swap – Fast: /macro Fast /equip right <fast weapon name>
Weapon Swap – Snare: /macro Snare /equip right <snare weapon name>
Fight Execution
[1] Purge if mezzed/rooted, then sprint in.
[0] Primal Agony (Banelord) or throw weapon to interrupt while closing the gap.
[2] Slam for 9s stun.
[3] → [4] Polearm burst chain.
[5] Disease proc to halve heals.
[6] Fast weapon to keep interrupting.
[7] Snare if they kite.
Arms man Anti-Healer Build – It will work against any type of enemy healers, including the Warlock.
ML Line:
Banelord – for Primal Agony (AE interrupt), Snaring Tendrils, Grapple.
Key RAs (in order):
Purge 3 – break CC/root.
Det 9 – reduce CC duration.
Mastery of Pain 7+ – crit chance.
Mastery of Arms 5+ – swing speed.
Aug Strength / Aug Quickness – damage & speed boost.
Play vs Warlock or any other type of enemy healing class, this will work well:
Purge → Sprint → Primal Agony → Slam → Burst chain → Disease proc → Fast weapon pressure → Snare if kiting.
This is probably the best chance you have against a Warlock. Let me make this clear: I am pretty sure there are other ways, but this is what I believe is your best chance. It can also be used against other healing classes when you are grouped or solo. For the group, it will be deadly for the enemy when you prevent a healer from healing the group, and don’t extend this only if your group leader tells you to push hard. The Armsman's job is to cause chaos, not necessarily to get the kill, but to provide the group with the chance to assist each other and defeat the enemy. Always listen to your leader because, in the heat of battle, one decision needs to be made and followed. There is no time to hesitate, as every second counts. The leader must make quick decisions, and the group must follow in sync. High-rank Armsmen can do this, and now that these events make it easier to rank up, you should be able to do this in a short time with these silly events that give you a lot of realm points. Consider having two types of hotbars: one for soloing and one for grouping. Again, I’m sure someone may have something similar or better, but it’s a good start for those interested and can improve upon it.
I may return to play, but have been playing on my friend's account, scout name Dissentcrusade. I have been checking the population and deciding if I should come back to play. I just wanted to help in any way I can for the Albs, who I think just require teamwork to play together, because the Albs have many good players and can be formidable against any realm.
In my opinion only, and I am sure many will think differently.
Albion: Balanced with versatile classes and strong utility; great for coordinated teams.
Hibernia: Powerful magic and stealth, excels in ranged combat, and keeps defense.
Midgard: Strong melee damage and speed, good for aggressive frontline fights.
Overall, no realm has a clear, lasting advantage—each shines in different playstyles, keeping RvR balanced.
The answer to the Albion problem is simple and requires teamwork. Yes, I know not many players play together or work together, but that is the only way if Albion players decide to team up. I am also aware of the population, especially when Heroe comes on to lead. Trust me, there are ways to beat them to make it more fun, and keep this in mind: you will not win every battle.
Pewee | Monster
Close the Gap Fast - Warlocks are weakest in melee, but their opener will hurt:
Charge Realm Ability is your best friend — breaks mez/root/snare and makes you immune to them for a short duration.
If you don’t have Charge, use Determination + Purge to get back in the fight after a CC.
Consider Bodyguard / Shield Slam in group fights to lock them down.
Open with a Slam
Once you’re in melee range, Slam (Shield 42 style) for a 9-second stun.
While they’re stunned:
Apply disease if you have a weapon with a disease proc (craft one if possible).
Start your highest damage chain styles (Polearm/Two-Handed burst).
If you can disease them early, their heals will be 50% less effective the whole fight.
Keep Interrupt Pressure - Even in melee, Warlocks can still try to heal or lifetap.
Use Side Stun (if Polearm) or just keep swinging to keep them under melee interruption.
Swap to a fast weapon to maintain constant hits and keep them from casting.
Burst Through Chambers - Warlocks often chamber an instant heal for emergencies:
Expect them to pop one after your first big hit.
Don’t panic — keep the pressure and reapply disease.
If they try to kite after a heal, Snare them with a weapon proc or snare style.
Realm Abilities & ML Tools - For solo/small-scale:
Charge – Immune to CC, lets you reach them.
Purge – Remove root/mez/disease from yourself.
Mastery of Pain / Mastery of Arms – Boosts melee damage output.
Battlemaster Styles (Bodyguard, Snare) – To lock them down.
Banelord Abilities – Particularly Primal Agony (AE interrupt) if available.
Arms man Solo Kill Flow vs Warlock
Approach: Pop Charge if CC’d, sprint in.
Slam: Land the 9-sec stun.
Burst: Swap to Polearm/Two-Hand, hit your highest damage styles.
Disease: Weapon proc or RA to reduce healing.
Fast Weapon Pressure: Keep interrupts constant.
Snare if Kiting: Lock them in place, finish with burst.
Gear
Craft a disease proc weapon (very important vs healers/Warlocks).
Keep a fast weapon in secondary slot for interruption duty.
If possible, have a snare proc weapon for chase-downs.
Arms man vs Warlock Hotbar.
[1] Purge (RA) – break mezz/root
[2] Slam (Shield 42)
[3] Polearm/2H Anytime Damage Style
[4] Polearm/2H Follow-up Style
[5] Weapon Swap → Disease Proc (macro)
[6] Fast Weapon Swap (macro)
[7] Snare Style / Snare Proc Weapon Swap (macro)
[8] Sprint Toggle
[9] Endurance Pot
[0] Banelord Primal Agony (if ML9) or Ranged Throw Weapon
Weapon Swap – Disease: /macro Disease /equip right <disease weapon name>
Weapon Swap – Fast: /macro Fast /equip right <fast weapon name>
Weapon Swap – Snare: /macro Snare /equip right <snare weapon name>
Fight Execution
[1] Purge if mezzed/rooted, then sprint in.
[0] Primal Agony (Banelord) or throw weapon to interrupt while closing the gap.
[2] Slam for 9s stun.
[3] → [4] Polearm burst chain.
[5] Disease proc to halve heals.
[6] Fast weapon to keep interrupting.
[7] Snare if they kite.
Arms man Anti-Healer Build – It will work against any type of enemy healers, including the Warlock.
ML Line:
Banelord – for Primal Agony (AE interrupt), Snaring Tendrils, Grapple.
Key RAs (in order):
Purge 3 – break CC/root.
Det 9 – reduce CC duration.
Mastery of Pain 7+ – crit chance.
Mastery of Arms 5+ – swing speed.
Aug Strength / Aug Quickness – damage & speed boost.
Play vs Warlock or any other type of enemy healing class, this will work well:
Purge → Sprint → Primal Agony → Slam → Burst chain → Disease proc → Fast weapon pressure → Snare if kiting.
This is probably the best chance you have against a Warlock. Let me make this clear: I am pretty sure there are other ways, but this is what I believe is your best chance. It can also be used against other healing classes when you are grouped or solo. For the group, it will be deadly for the enemy when you prevent a healer from healing the group, and don’t extend this only if your group leader tells you to push hard. The Armsman's job is to cause chaos, not necessarily to get the kill, but to provide the group with the chance to assist each other and defeat the enemy. Always listen to your leader because, in the heat of battle, one decision needs to be made and followed. There is no time to hesitate, as every second counts. The leader must make quick decisions, and the group must follow in sync. High-rank Armsmen can do this, and now that these events make it easier to rank up, you should be able to do this in a short time with these silly events that give you a lot of realm points. Consider having two types of hotbars: one for soloing and one for grouping. Again, I’m sure someone may have something similar or better, but it’s a good start for those interested and can improve upon it.
I may return to play, but have been playing on my friend's account, scout name Dissentcrusade. I have been checking the population and deciding if I should come back to play. I just wanted to help in any way I can for the Albs, who I think just require teamwork to play together, because the Albs have many good players and can be formidable against any realm.
In my opinion only, and I am sure many will think differently.
Albion: Balanced with versatile classes and strong utility; great for coordinated teams.
Hibernia: Powerful magic and stealth, excels in ranged combat, and keeps defense.
Midgard: Strong melee damage and speed, good for aggressive frontline fights.
Overall, no realm has a clear, lasting advantage—each shines in different playstyles, keeping RvR balanced.
The answer to the Albion problem is simple and requires teamwork. Yes, I know not many players play together or work together, but that is the only way if Albion players decide to team up. I am also aware of the population, especially when Heroe comes on to lead. Trust me, there are ways to beat them to make it more fun, and keep this in mind: you will not win every battle.
Pewee | Monster