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I prefer fighter, but id like if fighter could block attacks for other characters, like if you block or deflect an attack with shield it should interrupt the attack for larger enemies as it does for smaller enemies. It just makes youb immune and the swing continues to hit others.
If you want fighter to block attacks for other characters, you need to time the parry right to cause a stagger/deflect, or use the vengeful strike skill that auto parries.
One thing I noted just recently, if you parry based on block timing, it says the following attacks don't use stamina. So it seems they intend you to time a parry then use a big stamina move (like maybe the maister skill? It seems too short of reach for the parry pushback though). I'll have to experiment more now that I read that today.
if it wasnt for stupid thief, warrior d be everybodies' go to class.
But a well-played Warrior is quite a monster indeed.
Warrior hits hard and the knockdowns are the icing on the cake. Fighter is good if all you want to do is tank and not put out much damage.
I found warrior the better tank for my pawn as it can do everything a fighter can, but is much better offensively.
My warfarer build was (weapon slots)
1 - spearhand
2 - MA
3 - thief
4 - warrior
5 - archer
I used spearhand for messing around, MA for clearing annoying enemies like phantasms, thief for bullying bosses that need their weakpoints destroyed quick (lesser dragon, endgame unique bosses), warrior for general fighting, drakes & dullahans, archer for when there were a lot of undead about and each of them demanded a shot in the head to get cleared quickly.
Skill setup:
1 - saggitae (MA)
2 - skyward slash (warrior)
3 - powder charge (thief, cos it's fun to use)
4 - rearmament
Was very fun build to run for entire endgame.
However, as a pawn vocation warrior is better in every way. The game really does revolve around knockdown damage, and nothing knocks things down better than a warrior. As well, unlike fighter atm, warriors make great aggro tank pawns.
The problem lies within the inclinations and how the vocations work. A calm inclination fighter SHOULD be ideal, pulling aggro, parrying, and targeting flying enemies but its working weird. Where all the pawn does is slap its shield and turtle for a fight, often just outright dying instead of actively contributing meaningfully to the fight. And straightforward fighters will ignore everything to climb and stab monsters at every opportunity instead of pulling aggro or blocking.
This isn't true of warriors. Calm isnt needed, at all. A straightfoward warrior pawn will roar constantly, go absolutely apesh1t on beasts, soak hits like a champ and dominate the tank parses like nothing else. They will scream at them for daring to challenge the arisen and then TKO a b1tch just cuz.
That being said... Warrior has growing pains as a player vocation, but when you max it out its hella fun. Nothing screams fantasy like clubbing a chimera over the head with a Gut's size sword, wearing a loincloth, and being 7 feet tall 400 pounds of pure beef mommy or daddy. That and nothing else in the game tosses around enemies like they are made out of tissue paper, EXCEPT perhaps frigor.
Nice, so far I just mixed 2 weapons/vocations at a time, but was thinking about adding even more. So far I tried archer and thief using cutting wind/skullspliter/explosive arrows (wanted to make something similar to strider in DD1) and that was a ton of fun. Currently I am running warrior and MA (lunge/skyward slash/MA skill that shoots bunch of homing frost projectiles) and later I want to try make something weird by mixing trickster and some other class (maybe even warrior again + trickster or spearhand/trickster).