Psiberzerker
Author
There's been a lot of discussion of Build Strategy, so I thought I'd start one on which tactics work in battle. I'll list them according to Fighting style, Sword/Board, Spell/Blade, DW, 2H, Wizard (pure mage.) Probably not Tank, because there's little to discuss, build up your Armor to the cap, and swing until they're dead. And don't be shy, this isn't a monologued article, there's a different section for that, but a place to share ideas, compare notes, and learn new techniques. Hopefully, I can learn ones from you'all too?
Hack&Bash: Most of these will be using my usual _&_ naming procedure (like Harry Potter, and the something of/the something.) This is your basic Block and 1H combo. I like the extra defense, Block stops a lot of damage before it gets to your Armor, so you can wear less, and have better speed/endurance because of it. (Sprinting drains Stamina based on the weight of your weapons, and Armor.) Also, the Bash has the best Stagger/Stamina ratio compared with Power Attacks (which do more damage.) You can also use this with a 2H weapon, to compensate for the slow strikes, especially for Battleaxes, and Warhammers. Rather than holding Block, you can doubletap one, then the other button, not unlike the quickshift with a clutch, and gas pedal to stagger them quick, and make an opening to take a swing without getting hit.
Slash&Burn: Your basic Spellsword build, set them on fire, and finish them with the sword. Simple! Less of a melee tactic, though, you want to be outside the fight shooting in, rather than in the thick of the Moshpit. That's why Critical Charge is so, well Critical. Right before they rush you, sprint in, and stagger one. Or, if it looks like you're going to be cornered, drop Flame Cloak, and drop in another weapon for some Dual Flurry.
Bash&Burn: Spell/Shield combo, though it needn't always be Fire. Not unlike Hack&Bash with a handaxe (perked) except you can bolt people at a distance, or switch to Flames up close. Because of it's wide cone, you can hit multiple targets, and are less likely to miss. Also, it can be pulsed to set them on fire, stacking up the instances, and DOT instead of leaving it on steady state. In between pulses, bash them so they stop the straffe shuffle, then set them on fire again. Actually excels in the melee, because you can set everyone on fire, and just turtle up while they keep taking damage. A Cloak Spell really helps here, and the Targe of the Blooded can stack on some Bleeding DOT to make up for not having a handaxe. This becomes downright abusive once you get up to Expert Destruction, because you can hose an area with Wall of Fire, and bash them to keep them stunned so they can't run out. "Get back in there!" top it off some more...
Critical Charge: (Inclusive with GCC, it's the same perk in 2 different trees.) Another Staggering effect, a lot of people skip over it for Savage Strike, because it does Moar Damage. I prefer the Charge, because it changes the forward PA with a sprint to a stagger that can't be countered. You can also keep going, or Wuld Away, while Fire, Bleeding, or Lingering Poison keeps wearing them down. Great for Trolls, and Giants, which you don't want to just stand there, and slug it out with. A good lead in to Hack&Bash with grounded Dragons, too. May also be combined with Flame Cloak to set everyone on fire on your way through the melee, excellent tactic for Slash&Burn Spellswords.
Stealth Charge: Combines Critical Charge with Silent Roll. Simple, hit sprint to start the roll, then hold down Power Attack until you hit them. Tricky to time, and space, though, so practice first. Again, it doesn't add as much damage as Savage Strike, yet Staggers, but that's not the beauty of it. For those annoying instances where a bunch of Bandits are standing around a fire, facing each other, you can pounce out of the shadows, and kill one before the other(/s) can react, or warn him. Try it in Raldbathar to kill Alain, or one of his bodyguards, works extremely well for a dagger only, or 2H Assassin who can't just cast Illusion, or shoot them.
Hack&Bash: Most of these will be using my usual _&_ naming procedure (like Harry Potter, and the something of/the something.) This is your basic Block and 1H combo. I like the extra defense, Block stops a lot of damage before it gets to your Armor, so you can wear less, and have better speed/endurance because of it. (Sprinting drains Stamina based on the weight of your weapons, and Armor.) Also, the Bash has the best Stagger/Stamina ratio compared with Power Attacks (which do more damage.) You can also use this with a 2H weapon, to compensate for the slow strikes, especially for Battleaxes, and Warhammers. Rather than holding Block, you can doubletap one, then the other button, not unlike the quickshift with a clutch, and gas pedal to stagger them quick, and make an opening to take a swing without getting hit.
Slash&Burn: Your basic Spellsword build, set them on fire, and finish them with the sword. Simple! Less of a melee tactic, though, you want to be outside the fight shooting in, rather than in the thick of the Moshpit. That's why Critical Charge is so, well Critical. Right before they rush you, sprint in, and stagger one. Or, if it looks like you're going to be cornered, drop Flame Cloak, and drop in another weapon for some Dual Flurry.
Bash&Burn: Spell/Shield combo, though it needn't always be Fire. Not unlike Hack&Bash with a handaxe (perked) except you can bolt people at a distance, or switch to Flames up close. Because of it's wide cone, you can hit multiple targets, and are less likely to miss. Also, it can be pulsed to set them on fire, stacking up the instances, and DOT instead of leaving it on steady state. In between pulses, bash them so they stop the straffe shuffle, then set them on fire again. Actually excels in the melee, because you can set everyone on fire, and just turtle up while they keep taking damage. A Cloak Spell really helps here, and the Targe of the Blooded can stack on some Bleeding DOT to make up for not having a handaxe. This becomes downright abusive once you get up to Expert Destruction, because you can hose an area with Wall of Fire, and bash them to keep them stunned so they can't run out. "Get back in there!" top it off some more...
Critical Charge: (Inclusive with GCC, it's the same perk in 2 different trees.) Another Staggering effect, a lot of people skip over it for Savage Strike, because it does Moar Damage. I prefer the Charge, because it changes the forward PA with a sprint to a stagger that can't be countered. You can also keep going, or Wuld Away, while Fire, Bleeding, or Lingering Poison keeps wearing them down. Great for Trolls, and Giants, which you don't want to just stand there, and slug it out with. A good lead in to Hack&Bash with grounded Dragons, too. May also be combined with Flame Cloak to set everyone on fire on your way through the melee, excellent tactic for Slash&Burn Spellswords.
Stealth Charge: Combines Critical Charge with Silent Roll. Simple, hit sprint to start the roll, then hold down Power Attack until you hit them. Tricky to time, and space, though, so practice first. Again, it doesn't add as much damage as Savage Strike, yet Staggers, but that's not the beauty of it. For those annoying instances where a bunch of Bandits are standing around a fire, facing each other, you can pounce out of the shadows, and kill one before the other(/s) can react, or warn him. Try it in Raldbathar to kill Alain, or one of his bodyguards, works extremely well for a dagger only, or 2H Assassin who can't just cast Illusion, or shoot them.