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WRH tips

5 respuestas [Último envío]
Mar, 10/09/2012 - 06:37
Imagen de Bella-Donna
Bella-Donna

Here are tips i have for successfully using a WRH that I have learned over time.

With Autotarget: the dash becomes your most powerful and dangerous attack because your dash will drive into enemies without roll off. That means single target damage but you have the greatest chance of all of the three dashes to hit. The downside is, the dash doesn't cancel attacks leaving you open to damage.

Without Autotarget: less damage potential due to rolling off a target because you aren't locked on a target. This is more defensive because you can slip around a lumber or other monster giving you time to attack or defend while they turn to face you. This is worse for turrets due to less damage and can push you a distance away giving the turret time to start shooting.

Third swing: the third swing is powerful and can cancel attacks, though it leaves you open a while and can be more trouble than it is worth if an enemie gets behind you. It has a good area and some knock back so can be used well against mobs or single targets but you run the risk of taking damage.

List your hints or tips below.

Mar, 10/09/2012 - 10:36
#1
Imagen de Montagg
Montagg
The number one tip I can give

The number one tip I can give to people about using the Warmaster Rocket Hammer is to get used to using the "Shift" key to manually enable / disable autotargeting. My personal preference is to disable autotarget and turn it on with "Shift" as needed, allowing me to dash into enemies when I need to but doesn't send me into traps when I don't.

My second tip is use your extra mobility to your advantage. I like to use the dash to jump around between groups of enemies and pop them with the third swing before they know what's coming. The dash also helps me get out of range of an enemy's attack.

Third tip is if you're looking for crowd control, you're using the wrong weapon. Leave the crowd control for the Brandish and Divine Avenger users, or pack your own to use when you need it. The WRH truly shines when you use it to pick off the outlying enemies while the rest of your party is working on the others.

That's all I could come up with off the top of my head, I'll post more tips if I can think of any.

Mar, 10/09/2012 - 10:52
#2
Imagen de Orbwanter
Orbwanter
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You can hit enemies that aren't against a wall more reliably with the dash by holding attack after the first swing, walking a step forward, then releasing attack.

Mar, 10/09/2012 - 11:54
#3
Imagen de Bella-Donna
Bella-Donna
The charge

The charge is under used despite being two attacks with slightly more power than the third swing but deals area damage about the same size as a 3* electron vortex (need to check this) but you can deal over 1k damage to a big group in fsc though you will take damage most likely.

Mar, 10/09/2012 - 14:51
#4
Atacii
...

AT can limit the forward movement on the charge, making it much safer to use.

Vie, 10/12/2012 - 12:46
#5
Imagen de Draycos
Draycos

Maximum damage with this comes from constantly first+second hitting, SCing, and repeating. The third attack is for interruption- it deals less damage than just spamming the dash but flinches stuff more consistently.

You cannot flinch while dashing.

The dash can hit some enemies and drag them with you if you get close enough and dash away, your back to them. Works almost consistently on Kats- even then it can be tricky.

The charge attack deals decent AoE, but leaves your sides open, so you need it to be perfectly aimed. I heavily recommend swapping to a different weapon for AoE situations.

Max your ASI to max the utility of the dash. It gives slightly less overall damage than simple damage boosts, but lets you use the dash for hit and run purposes. Be aware, however, that higher ASI gives you less time to continue a combo after holding down a click to move freely.

The charge attack can move players. Use this to move AFK players to the party button! You cannot grief with this, since it can't move people in corners, and people in motion never get moved unless it's intentional. (Please don't fix this! It helps so much with AFKs!)

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