Gestir Strategy: Difference between revisions

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Characters with the ranged melee advantage, i.e. the Gestir. Depending on their aim can guarantee their attacks hit their opponent first and have a good chance of escaping a perfect parry due to their distance. They can power attack before an opponents power attack will land, and they can make quick jabs at their opponent while he charges his attack.
Gestirs concentrate their damage with spear-point accuracy across all kinds of ranges to keep enemies away from their teammates and poor armor.


A Gestir excels at combat in open areas where he has room to maneuver. This is also where ranged combat will give you the edge and perhaps force him to use his secondary weapons. A Gestir's side attacks are quick jabs, while his forward and back attacks are strong thrusts. Many gestir's rely on landing their power attacks to deal constant damage on an opponent with a shorter weapon. If you have said shorter weapon try to turn this battle to ranged weapons and kite him around. If you don't have a real ranged weapon be prepared to take some damage through your parry or time your power attacks to get the double stun while you draw him into tighter quarters where you can get him stuck on walls and into your melee range. A Gestir chasing a retreating opponent may spot this ruse and instead use his javelins to soften you up. If you can avoid them then you will be in good shape to face him in melee under better terms. He may continue to charge all of his attacks but it should be easier to get in close and spam attacks for more damage against him. Also, the Gestir's spear does count as a small weapon and can be parried by other small weapons so if you know his timing is off or if he tries to spam, you can perfect parry him.
 
== 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, it's 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.
 
 
==See Also==
 
[[Gestir]]
 
[[Tactics]]
 
[[Combat]]

Revision as of 14:03, 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, it's 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.


See Also

Gestir

Tactics

Combat