Unlike switch this neither stuns them nor resets your risk, but helpful if you're in trouble with no available options. "Draw them to you!" Makes your partner increase their hate value so they take aggro away from you. It also helps just in case an enemy is highly agile and attacks a lot and you don't want them getting killed. "Shift to defense!" Makes your partner use defensive skills focusing on reducing damage taken and applying buffs to the party, this is most effective with characters such as Liz or any other tanky partner character. It has a long cooldown but can save you in a pinch. "Stop that move!" Orders your partner to use a stun attack which works similarly to your exact onslaught skill. There are a LOT of commands to use, some in particular being this: They are pretty annoying at times, not the best AI for sure- but they can be incredibly helpful. Parry: Skill from the start of the game, initiate a lengthy counter stance which reflects physical attacks and stuns enemies. Risk Break: When the enemy reaches risk 5, their movements are extremely slow and do far less damage, this is literally what saves you from knight bosses and dragons who relentlessly murder you with AoE attacks and annoying debuffs. That is literally it really, there are many risk related skills and abilities in HF hidden to the player within the implementation system, for more information on implements see the related section further in the guide. Attacks starting with a large yellow lens flare effect tend to be unparryable so just avoid them if you can. Just uh, if the boss is using a super attack, just dodge- if it fails then you'll be in skill lock and take a bit more damage from the attack. It doesn't cost anything, so there's no real downside to it. Parrying is definitely underused, it's hard to tell when to use it- but it's mostly with normal attacks of the enemy, not only does it give the enemy an increased risk level (thus, applying the downsides mentioned prior), it decreases your own, along with a nice stun. So long as you are close enough, you can stun the enemy (or your partner, depending on who is swapping out the hate from the target) and go in for a skill without raising your risk- all the while, keeping your risk at 0.ĭo note, when your partner asks for a switch, the cooldown resets, so you can literally switch spam enemies and never let them attack with good enough management. Killing the enemy (yeah, I know, shhh.) To REDUCE risk, you can go about it through three main ways. Risk goes up multiple ways, namely when you get your skill cancelled by an attack and simply use skills in general. Now that we've established that, how can I tell what my risk is and how do I manage it? As you can see below, the risk gauge is by the right of the burst attack meter, which has 5 stages. In fact, you can toy with most bosses purely by abusing 'Risk Breaks'*. ![]() These are all very important, and since the game more or less makes you fight enemies that demolish you with a single hit, having low risk will make fights not only go faster, but easier too. Burst guage recovery non-existent (meaning you can't dodge either) ![]() Susceptibility to critical damage and one shot deaths are pretty high ![]() More or less infinite burst attacks/quicksteps (I will use a * whenever I refer to a key term, look towards the end of the section for a definition. I am covering this first as out of all the aspects in the game, this is ignored and used the least. "Risk" is a constant 'state' in the game which is critical to dishing out and receiving minimum damage.
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