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This is the original meaning of a guide. It is not a dressed up spreadsheet or step-by-step checklist of what to train and when. It points you in the right direction for your idiom and helps pick the right weapon for the job. You'll still need to play your game your way.
Set up - A feat that can apply a state to the target (or sometimes an affect on you) that will give additional benefits to following attacks.
Finisher - A feat that uses the set up condition to apply extra effects.
Chain - Sequence linking the set up and finishing feats i.e. Thwack-Escape. Thwack can apply Dazed while Escape applies a 2 second stun to Dazed targets in addition to its regular damage and effects.
This is not an exhaustive exposition on every single feat, but an overview of each weapon that visits notable feats and chains.
Club/Mace - A simple start
This is a small, fast weapon. It lacks strong finishing power and AoE but almost all of its attacks are uninterruptible if you want that as a compliment to a larger weapon vulnerable to interruption. Being a bludgeoning weapon it is oriented to a lot of incapacitation affects like stunning and exhaustion. Unfortunately it doesn't set up most of it's own secondary affects except for a Thwack-Escape to stun as you create a 20m gap.
Beat - built up over several rounds this can interfere with the target using large abilities; Thwack does a little more pure damage for quicker fights.
Club Conk - this can cause a decent penalty to hit with the Feint utility or help from a partner applying flat-footed.
Mace Conk - a rare melee dispeller when set up.
Shillelagh - a slower, interruptible attack that causes higher damage. If you can get Distressed on the target this can really ruin their day.
Battleaxe - Mayhem on a stick
A medium sized weapon with decent power, a good AoE, and lots of slowing so the party doesn't have to stop only your target's pulse. Nearly every feat comes with an Improved Critical bonus which is meaningless unless your Total Hit is equal or higher than the target's Total Defense, so I highly recommend maxing Heavy Melee attack to get that combat advantage. This includes Dragoon armor and Axe Specialization feat which gives even more Improved Critical with the Precise bonus. Also seriously consider avoiding Master of Opportunity instead using two Critical Reactive feats to make the most of all those critical hits.
Carve - a splash AoE which hits everything for 2m in a circle around you.
Sunder - building up this penalty to physical resistance is especially effective against heavily armored foes.
Hew - when set up this is a super sunder held between a penalty to attack and defense, also known as a trouble sandwich.
Hack-Mangle chain is a lot of damage with a slow and immobilize at the end so they stick around for your next attack.
Longsword - Now with 20% more dying. Just... wow.
Middle strength attacks with a great AoE, and strong ability to slow and DoT which is great to catch those who want to avoid melee.
Whirlwind - a splash AoE that hits everything in a 2m circle around you. It uses a lot of stamina which will leave you doing nothing for long periods if this is the only plan.
Hamstring - when set up by Opportunity (like running in combat) applies a very strong slow; and an interrupt which is useful when the Opportunity was provoked by spellcasting or bows.
Understrike-Thousand Cuts is a killer (literally) DoT to keep applying damage even when you're not in melee range.
Greatsword - Building a better Conan
I will call this a more advanced player skill weapon to use well. Gigantic attacks that use a lot of stamina (and are very vulnerable to interrupts); great for quick fights or finishing off in teams and more challenging if combat takes more than 3-4 hits at a time. Also with a decent AoE and several long chains. Wrath Guard's Defending turns into Replying when you are hit so look for that before you continue the chain. You can leave Wrath Guard off and start each chain in the middle if desired, experimentation and experience will build that judgement. A 3m range makes contact easier in mobile situations.
Cleave - short blast AoE causing high damage, think of a wedge in front of you 3m long that is narrower near you and a little wider farther away. Expensive in stamina so after two you have a long wait for the third. Facing small groups you may do better with a single Cleave then dealing with each individual one by one with lower stamina solo nukes, see below.
Cross Blow - the fastest attack and your best chance if interruption is an issue. Smaller damage from the lower factor is increased by the Precise and Penetrating when set up by Wrath Guard.
Wrathful Strike - a huge chunk of damage to one target that also leaves you more vulnerable to damage for a round (which can be cleared off by another huge nuke feat Wind-Up). Avoid if you are in trouble with hp unless you immediately clear the penalty affect.
Swing - relatively low stamina spammable feat that can gradually build up a bleed DoT effective for longer battles.
Wrath Guard-Cross Blow-Wind-Up ends with gigantic damage and a big penalty to target's stamina if they live through it. Huge stamina cost and 25% chance for Distressed makes this challenging to pull off but also offers big rewards.
Wrath Guard-Wrathful Strike-Hoist a guaranteed Unbalanced ends with a lot of damage done and a long disabling affect which is handy since you are extra vulnerable to damage for a round. If you are taking damage from other sources as well this may go south quickly.
Spear - The quickest way to someone's heart, and the person's behind them too.
Great at causing huge amounts of damage to a single target but the AoE is nearly useless as AoE and has very weak control to keep targets around if they don't want to be. A 4m range helps. Terrific at small group burst damage or being a team's finisher.
Puncture - a great basic attack with strong damage for the stamina and relatively fast speed for a large weapon. The DoT helps in extended fights or with runners.
Transfix - the best of miserable control options (better than nothing?), makes your target a little slower if they try to get away but a relatively high stamina per slow cost limits its spammability. The 4m range is a big help applying this on the chase.
Impale - a streak AoE that only affects a narrow 4m line straight in front of you if you can get enemies to line up like ducks. Still it has high damage with a small attack and defense bonus penalty. Good for an opening shock and finishing with Punctures.
Stab-Skewer a highly efficient chain that applies two big DoTs. Great on high hp targets and runners.
Greatclub - The sound of a tree falling in the forest... and landing on your face.
A huge weapon with 3m range and matching damage, the attacks are slow, expensive in stamina leading to huge period of inability to act, and highly vulnerable to interruption. Something for more advanced player skill to use effectively this is somewhat an all or nothing situation. When you equip this weapon only one thing is sure: somebody is going down hard.
Slug - the fastest attack and your only hope when facing interruption.
Stagger - a moderate but effective slow and like every gc feat comes with double portions of damage.
Sweep - a wedge-shaped short blast AoE for 3m in front of you.
Shatter - You can Raze just like an axe! (but the slower attack means stacks build slower so it will take longer to see the benefits) Especially effective against heavy armored targets.
Slug-Pulverize are quick interrupting attacks setting up the slowest biggest hit in the game complete with a stun and penalty to attack and defense; also known as a trouble sandwich with the works.
Shield - Good roleplay jewelry.
Sadly shields don't currently offer any more defense than you can get from the defensive feats on weapons themselves, and you also lose the big secondary offense of your main-hand weapon. There are some great advantages for certain situations.
Shield Bash - 100% chance of interrupt and it is very fast, when interrupting is that important.
Shield Block - another 100% interrupt if set up with Dazed and even faster than Bash.
Longbow - The pointy end goes in the other guy... who is waaay over there.
The 35m range of high damage to single targets is the obvious advantage. Keeping your targets at range but not getting away is the challenge.
Followthrough Foresight - a good slow for targets that run. Chains with Patient Anchor for situational use against stealthers.
Pinpoint Targeting - a gradual building slow when keeping your target immobile is the most important thing.
Half-Draw - interrupt with a 0% chance which is better than most.
Sorrow's Release-Parting Shot a chain with good upfront damage spam with an immobilize and slow added to gap creation (in theory. Currently Parting Shot is Restricted: Stationary because it's a ranged attack so it doesn't actually move you anywhere so don't actually try to use it until ranged weapons are revisited in EE).
How Do I Make My Attacks Stronger?
Once you have the basics down you'll want your character to start increasing in power and this is the part of the guide that helps you get your sheet together.
Weapons all have a Base Damage of 40; then gain a bonus +5 damage per minor keyword matched with the feat and +20 damage per matched major keyword. You get one major keyword at Tier 2 and another at Tier 3. When a keyword matches between gear and feat I call it "kp" for keyword points (or keyword power if you prefer) where each minor is 1 kp and majors are 4 kp up to a maximum cap of 12 kp on an attack.
Gear tells you what keywords it has at each level of enhancement i.e where Longswords say "grants keywords based on upgrade: Slashing (+0), Sharp (+1), Balanced(+2), Razored (+3)". If you have a starter Steel Longsword that is +0 so it only has Slashing to pair with feats no matter how highly trained they are for 1 kp total. A Steel Longsword +2 has Slashing, Sharp, and Balanced for potentialy 3kp or +15 Base Damage. A Tier 2 Dwarven Steel Longsword +1 has the Masterwork major keyword with Slashing and Sharp minors for 4+1+1= 6 kp or +30 Base Damage. It takes a Tier 3 + 3 weapon with two major and four minor keywords to have the most powerful possible weapon at 12 kp for +60 Base Damage (if your feat is trained to match all of those keywords).
Weapon feats gain potential keyword matches in a specific order from rank 1 to rank 6: +0, +1, +2, Tier 2, +3, Tier 3. At rank 4 you can match the T2 major keyword on a weapon but not the +3 minor keyword, you have to train up to rank 5 for that.
Proxima Sin's Armor Bonus
Armor itself gains keywords the same way weapons do. Armor feats gain words slightly differently but it's the same basic idea and the words are listed with each rank. Remember to have the right armor feat slotted on your paper doll window (squares are for feats, circles for gear). The two heavy armors will severely lower your total encumbrance limits, while the medium does but much less so. Trained at the Fighter College:
Unbreakable - matches best with Pot Steel Plate at Tier 1 (Ornate Steel Plate at Tier 2) and gives just slightly more hp than Dragoon with a very small amount of energy resistance. The most defensive armor.
Dragoon - matches best with Hide and Steel Banded armor at Tier 1 (Dwarven Steel Banded at Tier 2) and gives bonuses to light and heavy melee attack and Improved Critical bonuses. Armor that thinks offense is the best defense.
Archer - is medium armor that matches best with Soldier's Chainmail at Tier 1 (Captain's Chainmail at Tier 2) and is meant purely for full-time archers. It gives a ranged attack bonus and very small speed bonus.
Notes
* You need the weapon active in your hand to see the feats in the feat window to slot them in the hotbar. If you know you slotted the weapon on your paper doll and trained feats but can't see them in the feats window, push the green button to the right of the hot bar to swap weapon sets.
* Don't start a chain with very low stamina. The set up condition might fall off before you can get the higher stamina finishing feat activated.
* It will take 6,000 kills with a weapon before you can train rank 6 of the feat, so the ones with strong AoE will have an easier time with that.
* The two most important things about writing a guide are never tell everything you know and

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Excellent guide! You should copy/paste this to a word doc so we can save it in the public folder! Invaluable for beginners!
But hey...what about gap-closers? Lunge, Passing Step, Shield lunge. What are your thoughts on those? When do you sacrifice a heavy finished for a gap-closer? I struggle a lot with that question.
Again, awesome work!

sspitfire1 |

Illilili, yes
Proxima: I can tell you don't like spears. You left out Gore and Penetrate. Gore is a great charge attack with 24m range. Penetrate, well, you have first hand experience with how annoying that can be :) Spike is better than Puncture. Puncture's bleed won't amount to much over time. The slow on Spike, however, might actually stack up (depending on the target's recovery bonus). Also, Spike can hit 3 times in a round, for higher DPS than Puncture. The -10 to their Reflex helps a lot too, especially for the newbie. Impale is a death trap. Too slow and not a great team feat. Its also less DPS than Spike.

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Proxima: I can tell you don't like spears. You left out Gore and Penetrate. Gore is a great charge attack with 24m range. Penetrate, well, you have first hand experience with how annoying that can be :) Spike is better than Puncture. Puncture's bleed won't amount to much over time. The slow on Spike, however, might actually stack up (depending on the target's recovery bonus). Also, Spike can hit 3 times in a round, for higher DPS than Puncture. The -10 to their Reflex helps a lot too, especially for the newbie. Impale is a death trap. Too slow and not a great team feat. Its also less DPS than Spike.
I have no notably strong feeling for spears either way. I didn't cover any gap closer. None of them come with a special trick and the feats are self-explanatory, literally.
I didn't mention your Penetrate spam tactic because as mechanics stand now that road is coming to a whimpering end. Each successful interrupt will eventually apply a working stack of Mind Blank quickly reaching the 30% effect reduction threshold where interrupt and every other action blocker stops working entirely after a few seconds of that tactic. That leaves Penetrate as any other stand alone interrupter which I also didn't cover.
Spike vs. Puncture - A round is six seconds, each attack comes with an additional .3 sec validation phase in addition to the cool down time listed on the feat. The guide said it wasn't going to be an exhaustive examination of every feat but if you really want to get into it...
1.) Direct Damage - Spike might hit EXACTLY four times in six seconds for a total 6.12 damage factor for 80 stamina. Puncture hits three times per round for 6.45 damage factor for only 78 stamina. Puncture is more upfront damage per round and also per stamina.
2.) Aftermath - Slow is potential damage, IF you do the right thing after it's applied. Bleeding DoT is real damage that actually happens after it's applied even if you get up to make a sandwich. (Pro-tip: don't get up to make a sandwich in the middle of battle kids, that was hyperbole to make a point. And that was a spear pun).
2a.) Aftermath Part II - Spear has weak control and strong DoTs. Using a primary attack that bolsters the secondary attack's main strength in DoTs enhances your overall position much more than throwing bad control after mediocre. Now, bleeding and slow simultaneously are best; which is how I defeated T2 geared rangers while equipped in T1. But if you want that, use a longsword - spears are about upfront damage and DoTs.
3.) Advanced Class - Stacks come in waves that rise and fall. Tracking and knowing what each stack does and how to use it at perigee and back off to let your stamina regenerate at apogee is an exhaustive exposition about the feats which I explicitly stated was not going to happen in the guide.
About Impale - if you have a super hard punch that will give you a big hp advantage, use it at the start of a short fight don't save it dramatically for the end. Let your opponent know you're already way ahead in the fight even though it has just started and let the intimidation and panic settle in. Your opponent playing from behind limits their options which gives you more advantages. The caveat to that is you can't gas out of stamina then stand around picking your nose, which is why I said to follow it with a string of inexpensive Punctures. (Stab-Skewer is a better opener for longer fights where the big DoTs can rage while Puncture replenishes the bleeding through opponent's recovery while also dealing it's own damage WHICH SPIKE CAN'T DO, see 2a).
By the way Impale is 1.6 df per second while Spike is 1.275 so Impale is also MORE dps than Spike. It's more expensive in stamina but like I said it is not a primary attack, it is situational where you want to open with a big punch for tactical advantage or are attacking multiple targets arranged in a narrow straight line like the steps up a tower.

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Excellent guide! You should copy/paste this to a word doc so we can save it in the public folder! Invaluable for beginners!
But hey...what about gap-closers? Lunge, Passing Step, Shield lunge. What are your thoughts on those? When do you sacrifice a heavy finished for a gap-closer? I struggle a lot with that question.
Again, awesome work!
It's already a doc with pretty formatting and everything which I copy/pasted into the forum.
Gap closers may become worth the time when they consistently work. As it stands now taking any damage stops movement on the spot if the closing doesn't fail for some other more mysterious reason. For now I end up saving time and stamina just sprinting where I want to be.
The more complete answer to your question is that 5/6 of my feats are neither gap closers nor nukes. I happen to love when opponents try to load up their hotbar with those. First because most of those feats aren't really nukes; mine does 294-300 damage per hit to average escalation mobs and 250+ to the most heavily armored players. Any T1 feat that ever does less than 200 damage to anything is nowhere near nuke class. Second is the tale of the EFT Warrior:
EVE Fitting Tool (EFT) is a third party program that lets you hypothetically fit modules onto ships with adjustable skills to see how it all works out before spending the ISK or training on it. It does a simple damage x time calculation to come up with a dps amount. EFT Warriors are the kids who go for the highest possible hypothetical dps numbers without taking into consideration the real-game conditions and combat circumstances. They have a strong tendency to explode horrifically once meeting someone with lower dps on paper and fit for combat practicalities.
Once you take away the EFT (PFO?) Warrior's ideal conditions to apply their hypothetical dps they have nothing else and quickly melt into a wet splotch on the ground.

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My brain hurts....
(edit: which is not a criticism of the guide, but of my brain.)
I'm a fan of purposely simple guides clearly segmented into enumerated sections to keep them as easy reference tools instead of encyclopedic reading.
The Treatise on Spears that happened in comments can totally cause headaches.

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@Proxima Sin,
Thank you for creating this guide, it is very helpful and informative. :)
.
.
Battleaxe - Mayhem on a stick Also seriously consider avoiding Master of Opportunity instead using two Critical Reactive feats to make the most of all those critical hits.
If you recommend NOT to take MOO for a Battleaxe using Fighter; what two critical reactive feats do you recommend instead?

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Gap closers may become worth the time when they consistently work. As it stands now taking any damage stops movement on the spot if the closing doesn't fail for some other more mysterious reason. For now I end up saving time and stamina just sprinting where I want to be.
Hmm, but sprinting opens you up to opportunity attacks.
I actually found gap-closers indispensable in the "War of the Fashion Show"™ last week.
My question was more along the lines of 'what ability, and therefore chain, would you sacrifice in order to slot a gap-closer?' (If you were to slot one)

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gap closeres still deal their damage and other effects. For me, they always close on the second attempt, if not the first. So not a terrible deal right now.
Duly noted about penetrate. Still, it has a lot of value in my book. It is also the only spear attack that,itself, cannot be interrupted.
Yeah. I am loving the spear, personally. It is also the only weapon whose AOE attack won't murder the heck out of your own party members... Fantastic for big, chaotic PVP brawls.

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@Proxima Sin,
Thank you for creating this guide, it is very helpful and informative. :)
.
.Proxima Sin of Brighthaven wrote:Battleaxe - Mayhem on a stick Also seriously consider avoiding Master of Opportunity instead using two Critical Reactive feats to make the most of all those critical hits.If you recommend NOT to take MOO for a Battleaxe using Fighter; what two critical reactive feats do you recommend instead?
Whatever fits your idiom - as previously taught by John Cleese in Monty Python and the Holy Grail, required reading for any of my classes. If you're built around slamming people for big damage after you stun them, take Stunning Critical (no affect on NPCs).
Most reactive affects are stackables and the two main things to remember about stackables are Size and Channel.
Feats that apply stackables in magnitude 30-40 and up are big enough to base tactics around. Smaller than that can only support the big affects (like a Bleeding 5 primary attack and Afflicted reactive supporting a Bleeding 40 + Afflicted 40 finisher in the spear example). Reactive stackables should ideally be the same type that your main tactics are built around, to keep those stacks stronger.
When you read the Combat Guide debuffs come in four channels and only the strongest stackable will be active in each channel, so make sure you aren't applying two affects competing in the same channel.
For axes specifically, Razed and Slowed are both in the Torment channel, so if you're Slowing the target then Razing won't take affect until it's bigger and vice versa. If you plan to Raze a lot, Staggering Critical (slow) may not even have an affect.
This is where you have to play your game your way; I won't tell you what feats to take. But keeping in mind the notes about size and channel pick what you feel like adds the most support to your main tactics.
Or ignore me totally and use Master of Opportunity, I'm a guide not a cop (Simpson's reference).

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Looks good sin.
Mind doing a write up of Daggers, short blades, and Short bows?
I think you and I covered a lot of the spear, longsword, and axe when we playtested a bit. One thing I wanted to mention, is that besides just random fights, and small group battles, some of these weapons are really good for certain situations.
For instance, Great Sword, Great Club, and Spear are good for enclosed and narrow spaces. You could have 2-3 people abreast taking on a much larger number of people ahead of them, while having rotating clerical support behind.
All very very interesting.

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BTW I saw that Greater token of Grace has gotten text now ... Anyone having an idea what is the effect of being Graceful is ... I have tried one, but was promptly killed so I didn't have time to see any effects.
Whoops. I overwrote the Not Yet Implemented field on that when I was fixing the consumable descriptions. So:
Greater Token of Grace
Greater Token of Cunning
Superior Token of Stealth
Superior Token of Adroitness
Superior Token of Wisdom
Still don't work.

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I'm not old but I have the technological enthusiasm of someone in a rocking chair on a porch whittling wood the day a storm is going to hit, or so my knee tells me. I've put off doing the new-fangled tricks until just now.
This is a test to see if this link to the Martial Guide works.
Edit: Ok I think I properly set it to access with the link and hopefully no one else can edit. Time to start making it presentable I guess.

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This is where you have to play your game your way; I won't tell you what feats to take. But keeping in mind the notes about size and channel pick what you feel like adds the most support to your main tactics.
I appreciate the reply, but I still don't UNDERSTAND the game. The math, keywords and combat system are extremely complex to me. I have been following PFO since basically day one and I consider myself well read and up to date on blogs, all the guides, the PFO Wiki and community resources. I still struggle to make sense.
Basically, I just need some guidance: I want to play a dwarven fighter in heavy armor (no shield) that uses Axes, Hammers and Longbows. What 2 reactive feats are best for this type of character?

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I want to play a dwarven fighter in heavy armor (no shield) that uses Axes, Hammers and Longbows. What 2 reactive feats are best for this type of character?
"Best" is subjective. That said, I would highly recommend Master of Opportunity: Suffer (MoO: Suffer). After that, it's much more situational, and the permutations are far too complex to provide any general guidance. My best advice would be to play the game until you notice there's a particular Effect you'd really like to be able to apply, and then look for a Reactive that helps you apply it.

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Proxima Sin of Brighthaven wrote:This is where you have to play your game your way; I won't tell you what feats to take. But keeping in mind the notes about size and channel pick what you feel like adds the most support to your main tactics.I appreciate the reply, but I still don't UNDERSTAND the game. The math, keywords and combat system are extremely complex to me. I have been following PFO since basically day one and I consider myself well read and up to date on blogs, all the guides, the PFO Wiki and community resources. I still struggle to make sense.
Basically, I just need some guidance: I want to play a dwarven fighter in heavy armor (no shield) that uses Axes, Hammers and Longbows. What 2 reactive feats are best for this type of character?
Let me ask you this:
Do you want to be more of a defensive fighter that's very tough and outlasts nearly anyone in pvp and is the never-die bulwark of a pve group, or a more offensive fighter character with decent heavy armor defense but is oriented to making everything around you dead as fast as possible?

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Reactives are not something you need to worry about right away. Most of them only happen on crit, and crits won't happen often until you have been playing for some time and get more than 50 skill with whatever you are using as a weapon.
Only partly true. Dreadnaughts train critical reactives that happen on crit.
There are also reactives triggered by Opportunity trained at Fighter College and ones triggered by Flat-footed trained at Thieve's Guild. For a fighter, either the Critical or Master of Opportunity reactives are a viable choice depending on your specific circumstances. And there are Precision bonuses from several sources that can take you well past 50 Hit on your first day so it's good to have reactives ready in support.
Finally I must add - when you fight a player that has all their feats and gear pointed in the same direction as their tactics reactives make big difference and add a lot of force to their combat. They do matter.

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Do you want to be more of a defensive fighter that's very tough and outlasts nearly anyone in pvp and is the never-die bulwark of a pve group, or a more offensive fighter character with decent heavy armor defense but is oriented to making everything around you dead as fast as possible?
Bless your kind soul, that I understand! :)
Reply is: Both
I understand one set of heavy armor featline is for defensive fighting, and one set of heavy armor featline is for offensive fighting. I plan on training weapon, gear, armor and feats (attack, defense, armor, reactive) for both, depending on what type of violence I want to dish out.

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Finally I must add - when you fight a player that has all their feats and gear pointed in the same direction as their tactics reactives make big difference and add a lot of force to their combat. They do matter.
I am trying very hard to learn and understand this; I hope to one day be able to contribute to a version 2 of this guide. :)

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Reactives are not something you need to worry about right away. Most of them only happen on crit, and crits won't happen often until you have been playing for some time and get more than 50 skill with whatever you are using as a weapon.
Sorry, that is just plain wrong, there is Reactives that is more than well worth their cost in PvE and even more if you go for the PvP...
And no, I wont tell you how I set up my fighter for two reasons, I probably got something wrong, and if I haven't I don't want my figthing style become common knowledge...