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https://youtu.be/gXQXgFeI8bU?feature=shared&t=127
Assassin can knock em down using snakebite skill
Some options: Silver Knights are vulnerable to Torpor, so spamming 3* or higher rusted weapons until it sticks will give you more time between heals to burst it down. Conqueror's Periapts/Vigor Extracts to boost strength, Blast Arrows, or Throwblasts can give you the oomph to muscle through its defense. Mighty/Terrible Bend and a direct hit from Fracture Dart are the strongest bow skills per hit if you have trouble piercing defense. When attacking with daggers, use Engrave (the kicking combo you get by using Light Attack, pausing, and then spamming Light Attack) to deal blunt damage to the knight.
The general tactics is avoiding frontal attacks and attacking Silver from the rear. If you can stagger it at least once you can then pick up and toss it around denying Silver the chance to fight back.
BTW Be sure to avoid killing any of them while they're being grappled (red Vocations) by your ally. The grappled knight's Health will auto refill on a killing blow in this scenario.
Eventually, if the room have an high enough ceiling, cloudstorm arrow or fracture dart are quite OP, can use special arrows (silence), apply torpor (rusted bow) and are blunt attacks, along a fire effect on fracture dart (silver knight is weak to fire, golden knight is weak to ice , both are weak to blunt like all skeleton type ennemies).
Really ? I always though it did have fire damages, since it applies burn on hit (at least visually it set ennemies on fire)....
Anyway it's so OP when manually detonated, having the extra damage from fire is kinda trivial on the total damages....
I run Vehemence/Clout/Attunement/Acuity simultaneously when playing physical vocations, so my Arisen could probably do appreciable elemental damage to both Silver and Golden Knights with Dragon's Ire and Glaze in a pinch. But for the average Strider/Ranger/Assassin with a physical-exclusive build, the magic stats on Ire and Glaze are just there for show.
You should try debilitator ranger with the dragon glaze then... corkscrew arrow turns it into a deadly control weapon thanks to the freeze effect.
Freeze the target, change to a purely physical bow, ♥♥♥♥ a blast arrow then shoot it using either reaper arrow or great gamble while the target is still frozen (gives double physical damages on ennemies that can be entirely frozen, like garms).
Though what's tricky is that you dont seems to benefit from magnitude to freeze ennemies with the dragon glaze (it's a pretty buggy augment so it might be another of its bug), nor from morbidity obviously....
But it can be stil a nice tactic for some ennemies, because contrary to sleep/pretifying arrows, freezing with the dragon glaze doesnt consumme anything....
Not sure its worth using a slot for attunement on a purely physical vocation.... I'd rather get sinew for better mobility (while carrying special arrows which can become quite encumbering) and just poping a demon periapts when in need of a magic boost... like when dealing with ghost ennemies as a strider, with heaven's keys and brain splitter.
Re: augment talk, I run a total meme setup of Clout/Vehemence/Attunement/Acuity/Predation/Sinew as Assassin these days since I don't climb much. Understandably, not many will be able let alone want to fit cross-class attack augments for a variety of reasons, hence total meme. But now that I look at my item loadout, I do have enough space for a few Demon's Periapts. Shame that pawns devour periapts instantly, so you can't use them as periapt packmules like you can with special arrows and up to 5 Living Armor show up per run.
I f i want my sorcerer pawns to have a magic boost, I just play magic archer. and use magic rebalancer...
To bring this back to Golden and Silver Knights for a bit, you know what really doesn't help with killing them? Applying Lowered Attack to Golden Knights. You'll literally kill them several times over by the time it sticks if Dragon's Roost is enhanced enough, and for Assassins trying to apply it with Shield Storm is riskier than just fighting normally. The things you do for a fleshed out Bestiary.
My normal periapt loadout was 4-12 Conqueror 2 Monk. 4 Conq for Daimon, the rest discretionary. I have most of my ailment bases covered with my hodgepodge of pre-BBI gear and most pawns at 200 do as well, so the Monk's Periapts are mostly just in case I get too close to a Garm when they're dying. Could probably put some Bottled Hastes on some of my support pawns, since low Torpor resist seems to be a running theme with some of my Fashion's Dogma recruits.