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ProTips;
-You can dodge roll mid-attack with the exception of the final swing!
-Same with blocking.
-Harpoon is incredible, use it all the time, seriously. If it's off cool down and you aren't already attacking or dodging, use Harpoon.
-Block early, and lots. If you're trying to hit parries and getting hit, stop trying. With a might build your blocking is as good as it's gonna be. (Assuming you upgraded the blocking skill, which you probably should)
-Back off from a fight if you can't handle everything, you can normally get one or two chaps to follow you.
Finally, knock down the difficulty if you have to. And, if you are, I recommend not using the keyboard and mouse. But, hey, it's your choice.
Oh and BTW, a "pure" fighter (just like any other "pure" class) is able to use any weapon even if you don't have any points in finesse or sorcery. For instance, a mage with no points in hammers can use a hammer. (The old D&D games did not allow mages to use hammers at all, or thieves to use greatswords, or fighters to have any spells or lockpicks.)
I finished this game with a mostly finesse character (assassin) and had points in both sorcery and might (not enough to be dual or multi class but just enough for using certain abilities).
Like in other games, you can "kite" mobs - with either range weapons or melee by running toward them, then falling back and taking on only a few at a time. It's an old tactic. Also, kill the spellcasters first, if possible.
Things are going much better now!
I find that against missiles and some melee attacks, it's better just to walk/run to the side than dodge. They seem to track you less. The reason this happens is because they are given perfect tracking during the first 2/3 or so of their attack, so when you ROLL, you are actually forcing the tracking to cause the missile to make a much sharper turn and it stays on that track once the tracking falls off, so you'll likely get hit anyway if you keep moving the same direction. It's a very inconsistent system.
LOL, and here I just thought it was me who didn't think much of the dodging or even the so-called shield bashing. (Shield bash worked *sometimes* and when it did it was very gratifying, but it didn't work enough for me to keep using.) They both take perfect timing and in the heat of battle, at least for me, they weren't worth it. The walk/run just a step or two is really all that's needed to avoid a better percentage of the range attacks.
And when you say shield bash, do you mean the skill or the second-before-the-attack-hits block parry thing? Because that's awesome! You just gotta hit those money timings, man.
Haha, I guess you're right on the timing part of shield parry - but as much as I've "practiced" it, I just can't get the hang of it. :(
But I remember how hard this game is when you are "freshborn"
I had a lot of problems with wolfes, I used to carry all health packs I could buy/find/create but somehow I bleed to death every time.
Later in game, when you get your levels, and complete main quest, your hero became much stronger and you will have much powerfull weapons.
Just dont give up!
If you want more help, pls ask, I am here, I even can make a video if you want to see some specific things.
Dodging seems to be more useful for a quick-dash to distance yourself, or get to a spot quickly where you can line up your enemies and hit multiple at once with whatever attack.
The Troll ground smash ranged attack thing locks on to you when the club hits the ground, not when the attack starts winding up. You just have to time it right. And, yeah it does seem to lead you if you're already in the dodge roll.
Another "Cheap" way to help out a "pure" Might, is investing a bit in the Lightning strike thing over at the mage. With just a few points, you have a relative strong ranged attack, that can even be upgraded to hit multiple enemies and adding stun.
You will still be able to go practically full Might Warrior, with just a slight ranged ability with the Lightning Bolt when the need arises.
Other than that, making sure to invest in combo abilities(allowing more options in combat) for your prefered weapon is a good idea. Additional damage is less important if you cant land the hits. :D