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Ehh i think it has a lot of health for your player chara that only has 4 pots that don't even heal you all the way. ( I made the mistake of upgrading lacrima earnings instead of health recovery too lol)
Also the burst counter in phase 2 doesn't always give you a window. He can start attacking immediately again. There are some unrewarding elements to his fight.
Also this boss will make you want to spec into light attacks.
summons in this game are just awful. they are meant to make the fight easier but they dont.
always got to defend when stuff isnt working as intended.
mimic tear in elden ring was good. but summons in this game are just awful.
they cant block for ♥♥♥♥ either. they just take all the damage.
The health pool is exactly part of patience check and rules enforcement. Something that helps massively is that every tree has some form of spirit-costing defensive button. Spear has an autoguard that does significant damage, Greatsword has a guard that does very high reprisal damage, Dual Wielding has a dodge that transitions into a strong attack.
Conversely, every weapon obviously has a selection of spirit-costing attacks that help supplement your stamina and often help refund it. You have the spirit there for a reason and it isn't just for javelins. Part of the boss is learning to utilize it basically at all. It isn't a crutch or a cheat, it's an integral part of the game flow.
I beat this boss using the spear autoguard as effectively a second block button to maintain stamina so I could use the stamina breaking kick as my offense. On my kill run, he folded and I took maybe half a bar in damage. It didn't take me very long, but part of it is also making the most of your openings. A charged potent attack or a strong spirit-spending attack are better than investing in lights for smaller windows.
I didn't summon, I didn't spend my welfare lacrima, and I play on normal. It took me 45 minutes to effectively figure out my issue was overextending and that the boss is actually way more fair than some Soulsborne bosses are because, at the very least, Viper never just stops his combos and transitions into another one. He finishes the whole thing, he's always predictable, and as long as you remember his phase 1 grapple-stab-thing needs to be dodged and phase 2 sword plunge ends with a ground explosion, he has nothing to sucker punch you with.
The hardest part of him is his Monsoon phase because he can lunge at you at a variable number of times before doing his knuckle drag punch and the punch impacts much earlier than the lunges do.
You are you stuck rhythmically brink guarding attacks with dual wield. Sometimes I do mega dps and get into final phase quickly.
Edit: Yeah, Dual Wield's entire thing is getting damage in windows that the other two weapons can't. Their 'weapon specialty' for defense is dodge-attacking, though. They can do damage while in dodge iframes very effectively, and you have a few spirit attacks to help regain stamina or put you in a dodge (Breeze Dash, for one.)
Every weapon has its own variation of the spear autoguard from a toolset standpoint: staying safe while doing damage and regenerating or at least not spending stamina.
Great sword does do brink guard actually and a ton of stamina damage, it just has no follow up. So you have to take control after blocking once. However, it's not a stance, you use it as a brink guard instead of brink guarding to do a ton of stamina damage.
You can brink guard after it, because it doesn't stagger, it just does a lot of stamina damage. So on viper for instance, you can do that move and then brink guard into counter swing. You however from what I've seen, can't chain it. So it's situational, but for the stamina damage, it's pretty great.