Expanding the Handbook's information

The handbook as it stands is more of a written tutorial to read through rather than allowing players to take a more advanced dive through the mechanics. This has been stated in the initial introduction as something to change, but I’ve seen no change yet - I’ll toss my hat into the ring and discuss sections that could be of note.


Sound Cues

  • Elite and Special enemies each make unique sounds that can help you identify and locate them. Keep an ear out.
  • Learning an enemy’s unique cue can tell you their whereabouts before you even see them, letting you get the jump on *them* instead!

Elite Enemies

  • Some enemies you fight in melee are tougher, deadlier, and more well-armored than others. These are known as “Elites”, and they show up in the kill feed on the top right of the screen.
  • Elites will often be armored and resist some of your attacks. Some of them also come with shields, and can block.
  • It’s not usually a good idea to fight more than one elite enemy on your own. Work with your team to take them down.

Tips - Elites

  • Aim for the head. It is more lightly armored than other parts.
  • Attacking an enemy with a shield enough can break their guard, allowing you to hit them.
  • Stormvermin can be pushed to interrupt their attacks.
  • Plague Monks and Ragers don’t cost much stamina to block, but their attacks are relentless. However, they get exhausted after finishing their attacks, giving you an opportunity to fight game.
  • The overhead attacks of Maulers and Chaos Warriors can be blocked, but it will consume all of your stamina.
  • Bestigor charges can be blocked, but it will consume all of your stamina and leave you temporarily unable to move. Dodging at the right time will have them sail past you instead, leaving you able to act.
  • Flags planted by flag-bearers will increase the health of all Beastmen nearby and grant them health regeneration. Attack it with a melee weapon or throw a bomb at it to destroy it.

Specialist Enemies

  • Some enemies prefer to avoid close combat, and instead try to separate your team or single out one player at a time. These enemies are referred to as “Specialists”, and they show up in the kill feed on the top right corner of your screen.
  • If you catch a specialist enemy, they’re usually dead meat. They are most dangerous when you are preoccupied with something else.

Tips - Specialists

  • Gutter Runners can be pushed out of the air with the right timing, but don’t rely on it to save you.
  • The hook of a Packmaster can be dodged. Try to fight out in the open so they can’t ambush you around a corner.
  • If a Globadier takes enough damage, they will go into a rage and attempt to suicide bomb your team. Don’t let them get close if their eyes are red.
  • If a Ratling Gunner hits you with its bullets, it will make your ranged aim significantly more inaccurate.
  • Shooting the tank of a Warpfire Thrower will cause them to explode, leaving a puddle of warpfire for a short time. This damages enemies as well as you.
  • Leeches will always attack immediately after teleporting, and are defenseless otherwise.
  • When the Blightstormer casts his storm, there will be a trail leading from his location to it. Look to it to find him.

Monsters

  • Sometimes, throughout a level, a particularly large and dangerous foe will spawn. These will take a team effort to take down. Monsters have a large health bar at the top of the screen.
  • Individually, monsters are not too hard to fight, but things can get messy really fast if they are fighting with a horde.

Monsters - Tips

  • Some careers have Career Skills especially suited to fighting monsters, such as the Bounty Hunter or Shade.
  • Some of the Rat Ogre’s attacks can only be partially blocked - if you try to block them, you will still take some damage. Try to keep a far distance to avoid getting hit.
  • If the Bile Troll vomits directly on top of you, you won’t be able to see for a few seconds. Its pool of vomit will also drain your stamina.
  • Once the Bile Troll takes enough damage, it will keel over. Keep hitting it to prevent it from regenerating its health!
  • If a Chaos Spawn grabs you, it can eat you to regain its health. The only way to release a player from its grasp is to stagger it with a Career Skill or bomb.
  • Minotaurs are fast and dangerous, even more so with a flag nearby. However, their attacks can be dodged with relative ease.
  1. shields block rogre
  2. mauler and cw overheads don’t always consume all stamina
  3. maulers have armored heads

It’s hard to include all the details. People need to explore themselves a little bit.

Also saying « more than 1 elite is dangerous without a team » made me laugh. Really ?

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The handbook is supposed to be for new players. I assume new players are going to have problems dealing with multiple elites.

Any competent player can pick up Zealot and wipe a whole patrol of Stormvermin solo, but someone still figuring out the differences between light and heavy attacks will have a lot rougher of a time with it.

While i do think its a nice initiative i cant help but nitpicking.

This is not safe general advice, many SV attacks can in fact not be interrupted without specific builds.

Also worth noting that if you stay still and block a hit or two then the “chase glide” actually stops, so if you then dodge backwards they cant follow so easily. Very handy with weapons that outrange them.

Does not apply to all weapons, not at a level where its more efficient to shoot the tank rather than the head at least.

First up, i think all monsters have some attack/s that go through the guard, no?

Then, while this is very…general and safe its also in direct opposition to actually mastering the monster fights so i hesitate to agree its good advice. Given that the ideal fighting methods typically involve finding the sweet space where you are close enough to trigger the “guardbreak hits” but far enough that a back/side dodge will let you avoid it to hit back before it recovers.

The chasing attacks…well more on those below.

To note, your advice about keeping distance is especially dangerous with the mino, it will absolutely spam the “chasing” attack chain and it is probably the most dangerous one that the game has. It will drain the stamina out of anyone that gets caught in it and follow with a hit while the guard is broken and staggered. Plus it will also likely displace you away from the team into all manner of bad spots.

Dodge dancing the guardbreaks has a skillfloor but it also severely limits the monster´s threat level/how much space is needed to deal with it.

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I repeatedly fail fighting plague monks and beserkers. Will be keen to try waiting for the exhaustion next time, and Frostysir’s tip to dodge backwards after the chase is interrupted.
Thanks!

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Some entries are good while others are irrelevant.