Gestir Strategy: Difference between revisions
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*The long range makes it harder for enemies to safely flank you in combat. | *The long range makes it harder for enemies to safely flank you in combat. | ||
*Your charged attacks will probably hit an opponent before their charged attacks hit you. You'll both be stunned, but they'll be the one who gets damaged. | *Your charged attacks will probably hit an opponent before their charged attacks hit you. You'll both be stunned, but they'll be the one who gets damaged. | ||
===Special: Spear Charge=== | ===Special: Spear Charge=== |
Revision as of 14:13, 4 April 2015
Gestirs concentrate their damage with spear-point accuracy across all kinds of ranges to keep enemies away from their teammates and poor armor.
General Strategy
- Aim your attacks carefully.
- Your speed and armor are mediocre. Your strength lies in your weaponry, and the knowledge of how to apply it.
- Stick with your teammates to provide combat support.
- Engage the right opponent at the right time. No sense in focusing on an Archer several miles away when a Skirmisher's on your trail.
- There is always a way for you to either match, or out-range your opponent.
Weapon Specific Strategy
Spear
A medieval precision instrument, its accuracy puts the axes to shame. Its damage can't match the axes, but its range surpasses them yet again.
- It only attacks in one direction. Forwards. Forward and backward stabs are more powerful, but left and right jabs are faster.
- Careful steps and timing will allow you to push enemies back without letting them hit you.
- The perfect parries for this weapon appear to be slashes, rather than stabs. Watch out for that.
- Its long range is perfect for cornering enemies.
- Despite being held with two hands, it's only a medium weapon.
- The long range makes it harder for enemies to safely flank you in combat.
- Your charged attacks will probably hit an opponent before their charged attacks hit you. You'll both be stunned, but they'll be the one who gets damaged.
Special: Spear Charge
Much like the Huscarl's Shield Dash, it's good for when the Spear isn't pokey enough.
- It takes a second to get going. During this time, you are completely vulnerable.
- It's easier to control than the Huscarl's Dash.
- Hitting a wall will cancel the charge early. Use this to your advantage if your target dies or escapes.
- It stuns and knocks enemies back, but not that far.
- Tends to skewer Lunging Skirmishers before they reach you. Too slow!
- Be wary of attacks from afar and the sides.
- Like the Shield Dash, it will cease to damage opponents more than a certain amount. It will continue to stun, however.
- Better for starting fights, as it can carry you behind a group of enemies, leaving them stunned between you and your team mates.
Shield & Langseax
A weak shield, but a strong blade. Better for attacking than defending. The best defense really IS a good offense.
- The shield is embarrassingly weak. Avoid closing in on ranged classes over long distances.
- The langseax is surprisingly strong.
- Bash enemies to ruin their aim, cancel their attack, and stall their movement.
- Counter-attack against slower enemies, or those boxed in and unable to escape.
- If you feel you need some horizontal attacks, this is a good choice.
Javelins
Long-range versions of the spear. Useful for poking people who can't be poked with the Spear.
- Instead of running forwards to charge it, you can run in small circles, or the complete opposite direction to your target before turning at the last moment.
- The Javelins' ability to score devastating headshots makes for some hilarious screenshots.
- Use these from behind other Vikings.
- It's possible to use these against pursuing Heavy Knights and Captains in the middle of a fight.
- Use them to start fights against all kinds of enemies, and to finish off fleeing targets.
- It takes a second to get one ready. Switch to them early to throw them in time.
- You can only carry three at a time. Run over missed Javelins to retrieve them.