Huscarl Strategy: Difference between revisions

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Armed with simple yet powerful weapons, a tough shield and heavy armor; where other classes have weaknesses, Huscarls have strengths.
Armed with simple yet powerful weapons, a tough shield and heavy armor; where other classes have weaknesses, Huscarls have strengths.
[[File:Huscarl Tactic.jpg|left|200px]]




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*Use it in combination with the Gestir's Shield, and the Berserker's Sword & Axe.
*Use it in combination with the Gestir's Shield, and the Berserker's Sword & Axe.
*Given the moderate damage of the Gestir's Spear, you should consider combining it with the heavy damage of the Axe.
*Given the moderate damage of the Gestir's Spear, you should consider combining it with the heavy damage of the Axe.
*The only weapon that can perfectly parry the Axe is the Heavy Knight's Longsword; your attacks need not be fully-charged to be deadly.




===Sword & Shield===
===Sword & Shield===
One of the toughest shields, but one of the weakest swords. However, the sword isn't the deadly part.
One of the toughest shields, but one of the weakest swords. However, the sword isn't supposed to be the deadly part.


*Use it to defend yourself and others from Archers, Sharpshooters, and other ranged attacks.
*Use it to defend yourself and others from Archers, Sharpshooters, and other ranged attacks.
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A quick and surprising piloted dash. Good for when a regular shield-bash isn't knocking people around enough.
A quick and surprising piloted dash. Good for when a regular shield-bash isn't knocking people around enough.


*Your ability to turn is impaired while dashing. Aim.
*Your ability to turn is impaired while dashing. Aim first.
*The shield will continue to protect you as you dash.
*The shield will continue to protect you as you dash.
*The knockback from this special is rivaled only by the explosives of the Pirates.
*The knockback from this special is rivaled only by the explosives of the Pirates.
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*After a certain amount of hits on an enemy, it ceases to damage them further. It will continue to stun and knock them back though.
*After a certain amount of hits on an enemy, it ceases to damage them further. It will continue to stun and knock them back though.
*You retain just enough control to navigate around corners. Surprise!
*You retain just enough control to navigate around corners. Surprise!


===Throwing Axes===
===Throwing Axes===
Like the Two-Handed Axe, but smaller, and somehow with a longer range.
Like the Two-Handed Axe, but smaller, and somehow with a longer range.


*Deadlier than an arrow, but slower, and more affected by gravity. Get closer to your target.
*While slower, weaker, and more affected by gravity than arrows, you're much tougher than an Archer, so get closer to your target.
*Use them to suppress Heavy Knights, and take down Archers, Captains, and Sharpshooters.
*Use them to suppress Heavy Knights, and take down Archers, Captains, and Sharpshooters.
*Use them to assist Berserkers and Gestirs from a safe distance.
*Use them to assist Berserkers and Gestirs from a safe distance.
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*You move slightly slower when charging them.
*You move slightly slower when charging them.
*If you can't seem to catch an Archer or Sharpshooter, either use these or just abandon the chase.
*If you can't seem to catch an Archer or Sharpshooter, either use these or just abandon the chase.
*Try to avoid using these against Skirmishers and Men-At-Arms, as they might rush you while you're not wielding a heavy weapon.
*Avoid using these against Skirmishers and Men-At-Arms, as they might rush you while you're not wielding a heavy weapon.
*Your two-handed axe is for fighting. These are for adapting to situations where the two-handed axe just isn't two-handed enough.





Latest revision as of 13:39, 13 August 2015

Armed with simple yet powerful weapons, a tough shield and heavy armor; where other classes have weaknesses, Huscarls have strengths.

Huscarl Tactic.jpg



General Strategy

  • Use your varied arsenal to adapt your strategy as necessary.
  • Stick with teammates to compensate for their weaknesses, and take advantage of your combined strengths.
  • Use the Two-Handed Axe to act as the primary damage-dealer of your group.
  • Use the Sword & Shield to act as a tank, or as combat support.
  • Use the Throwing Axes to assist with the initiation of fights, or act as ranged support.
  • You can also adapt to the style of the enemy you're fighting.


Weapon Specific Strategy

Two-Handed Axe

An elegantly-engraved hand tool used mostly for cutting tall things down at the base. In a pinch, it can also be used a weapon.

  • The range of this weapon is surprisingly short. Get in close before swinging.
  • Use it to contest Heavy Knights, over-power Captains and Men-at-Arms, and to strike down Archers, Sharpshooters, and Skirmishers.
  • Use it in combination with the Gestir's Shield, and the Berserker's Sword & Axe.
  • Given the moderate damage of the Gestir's Spear, you should consider combining it with the heavy damage of the Axe.
  • The only weapon that can perfectly parry the Axe is the Heavy Knight's Longsword; your attacks need not be fully-charged to be deadly.


Sword & Shield

One of the toughest shields, but one of the weakest swords. However, the sword isn't supposed to be the deadly part.

  • Use it to defend yourself and others from Archers, Sharpshooters, and other ranged attacks.
  • Use the shield bash against the slower, larger weapons.
  • Use it with the Berserker's Big Axe, and the Gestir's Javelins.
  • It's a simple matter to back an enemy into a corner safely, slice them up to fill your special, and go back to defending.
  • Wander around with the shield in-hand, ready to defend from ranged ambushes.


Special: Shield Dash

A quick and surprising piloted dash. Good for when a regular shield-bash isn't knocking people around enough.

  • Your ability to turn is impaired while dashing. Aim first.
  • The shield will continue to protect you as you dash.
  • The knockback from this special is rivaled only by the explosives of the Pirates.
  • Consider switching to the Throwing Axes to finish off displaced opponents.
  • It's more than capable of pushing enemies into environmental hazards.
  • Try not to charge into those hazards yourself...
  • It's especially effective at turning enemies in front of walls into pancakes.
  • After a certain amount of hits on an enemy, it ceases to damage them further. It will continue to stun and knock them back though.
  • You retain just enough control to navigate around corners. Surprise!


Throwing Axes

Like the Two-Handed Axe, but smaller, and somehow with a longer range.

  • While slower, weaker, and more affected by gravity than arrows, you're much tougher than an Archer, so get closer to your target.
  • Use them to suppress Heavy Knights, and take down Archers, Captains, and Sharpshooters.
  • Use them to assist Berserkers and Gestirs from a safe distance.
  • You can only carry six, so keep your supply stocked.
  • You move slightly slower when charging them.
  • If you can't seem to catch an Archer or Sharpshooter, either use these or just abandon the chase.
  • Avoid using these against Skirmishers and Men-At-Arms, as they might rush you while you're not wielding a heavy weapon.
  • Your two-handed axe is for fighting. These are for adapting to situations where the two-handed axe just isn't two-handed enough.


See Also

Huscarl

Tactics

Combat