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Dauntless Best Part Damage Weapon

The Dauntless weapons roster is what the game lives and dies by (or at least, its inhabitants do); six weapons, all with unique designs, behaviours, focuses, and combos to master. From the Hammer to the Repeaters, from the Concatenation Blades to the State of war Pike, our Dauntless weapons guide will walk you through each 1 in turn, with applied tips and explanations of how each one excels in unlike situations. We'll likewise show you the inner workings of Brave's damage organization, and how to utilise stagger, interruption, and wound damage to farther the Slayers' cause.

While you're here: this weapons and damage guide is just ane function of our guides series on Dauntless, all of which yous can peruse from our central Brave guide & tips hub. In that location you'll find in-depth beginner'southward explanations and useful tips, equally well as links to every other part of our series, from the best Dauntless builds to strategies on defeating each of the Dauntless Behemoths, and much more than.

Dauntless weapons guide - weapon types and damage types explained

Dauntless offers players six dissimilar types of weapons and four different ways of inflicting impairment upon Behemoths (and that'due south non fifty-fifty mentioning elemental impairment). So it's fair to say we've a lot of ground to encompass here. If you're after a particular slice of info, and then by all means use the links below to skip ahead.

Dauntless weapons guide - contents

Brave damage overview - Bones, Role, Stagger, Wound
The all-time weapon in Dauntless?
Sword Axe Hammer
Chain Blades War Pike Repeaters

Wound, Stagger, and Part damage to the face. This Gnasher is having a bad day.

Brave damage types - Basic, Part, Stagger, Wound

If you've seen or played whatever Brave, you'll likely have noticed the colourful display of damage values spewing out from every impact your weapon makes against a Behemoth's hide, like some marvellous sadistic fireworks display. But what y'all may not nonetheless know is what each colour of impairment value represents, and why it is important to pay attention to them.

Damage in Dauntless comes in 4 varieties:

  • Basic Harm (White) - This is the just damage that is directly applied to the Behemoth'south health pool. Enough of this kind of damage volition end the fight with y'all the victor.
  • Part Damage (Yellow) - Part damage replaces Basic impairment on certain, well, "parts" of the Behemoth. If a certain function (exist it head, leg, tail, etc.) takes plenty Role impairment, the part will break, giving you lot more than resources to craft with after the fight (provided you win), and possibly also affecting the behaviour and movesets of the Behemoth. Once a part is broken, you can no longer deal Part impairment there, only Basic damage or Stagger harm.
  • Stagger Damage (Blue) - This damage applies only to the head or the legs of the Behemoth; enough Stagger impairment will cause the beast to become stunned or knocked down, allowing you to whale on them freely until they recover.
  • Wound Impairment (Red) - Wound harm, like Function damage, is practical to the specific part of the Behemoth that you hitting. Enough Wound harm on the same spot will cause that function to become fully wounded, which means the Behemoth takes extra Part impairment when struck at that place.

You lot've also got the six Elements, which operate in a very predictable binary manner to increase the raw damage you accept or dish out:

Element As Weapon Every bit Armour
Blaze Adept vs Frost Behemoths Bad vs Frost Behemoths
Frost Expert vs Blaze Behemoths Bad vs Blaze Behemoths
Shock Good vs Terra Behemoths Bad vs Terra Behemoths
Terra Skilful vs Shock Behemoths Bad vs Stupor Behemoths
Radiant Good vs Umbral Behemoths Bad vs Umbral Behemoths
Umbral Good vs Radiant Behemoths Bad vs Radiant Behemoths

And so if you want the greatest elemental advantage over an elemental Behemoth, so use their element equally your armour, and the reverse element as your weapon.

Candid photography at its finest

The best weapon in Dauntless?

As for the best Brave weapon... Well, there's a lot to take into account. And it holds that a decent player with satisfactory stats tin solo whatever Behemoth in the game with any weapon. But, as we'll soon run across, the unlike weapon types exercise have different leanings, without taking into business relationship the diverse individual weapons and all their element types, unique benefits, and cell slots (for more info on Cells check out our Dauntless cells/perks guide).

As things stand, I'd say the Hammer has a slight edge over every other weapon, simply because it'south so versatile once you know what y'all're doing, and information technology's so like shooting fish in a barrel to stun-lock Behemoths with your massive crushing combos. I'd also throw the Sword into the ring, because it merely has no downsides. It'southward the jack-of-all-trades, master-of-none weapon of Dauntless, and if I were to stick to a single weapon blazon all the way through the game, the Sword would exist my pick.

Just each of the vi have their ain unique benefits that makes them more than suited to certain situations than whatsoever other. Honestly, you lot should try to level up at least 1 weapon of each blazon, because aside from anything else, information technology only makes the game more interesting and fun than sticking to one or 2 weapon types.

Now let's take a await at each weapon type in turn, from their move sets and combos to their specials and mods. Aggrandize the spoiler box at the bottom of each department for a full list of every weapon of that type in Dauntless.

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Dauntless Sword - best weapon for balanced & solo play

  • Type: Slashing (+Part DMG, + DMG vs Wounded Parts)
  • Specials:
    • Valiant Overdrive - Actuate at full meter to enter Overdrive, increasing attack speed and causing attacks to bargain aoe damage. Reactivate to dash in a direction (incurs a short cooldown).
    • Ardent Cyclone (SM8) - Actuate at full meter to start to spin, dissentious nearby enemies for the duration. Reactivate to slash in a management, dissentious enemies.
    • Feast (Exotic Only) - Actuate at full meter to enter Feast, taking damage over time but gaining pregnant lifesteal, attack speed, and creating aetheric waves with each set on that deal expanse damage.
  • Mods:
    • Adhesive Hilt (SM6) - Become unstaggerable while in special.
    • Reactive Hilt (SM10) - Dodge attacks e'er critically strike.
    • Perpetual Bladecore (SM16) - Dealing damage while in special generates a small amount of special meter.

The Sword is an like shooting fish in a barrel recommendation for any player just starting out as a Slayer - and the devs manifestly agree, considering this is the weapon you're supplied with for your very first Behemoth fight. My own personal take is that pretty much every other weapon is more interesting than the Sword; but regardless, it's a reliable weapon whose combos and animations strike a great balance between damage and mobility - something no other weapon can merits to do nearly besides.

The attacks and combos themselves are as well pretty elementary to get to grips with. You've got 2 super-simple combos, 1 for Low-cal Attacks and one for Heavy Attacks; then two more combos for combining those attacks. The Specials are likewise very straightforward and easy to understand. You can also slide-assail with the Sword past jumping, so later the noon of the bound starting a Heavy Assail. Yous'll slide forward as you assault, which is great for gaining or endmost a scrap of distance as you need it.

The Sword is a great weapon for breaking parts, particularly if you're allied with a State of war Pike user (Slashing weapons like the Sword and Axe deal bonus Role and Wound harm); and it deals quick and painful damage while however assuasive y'all to move in and out of danger very hands.

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Dauntless Axe - best weapon for direct damage and breaking parts

  • Blazon:Slashing (+Part DMG, + DMG vs Wounded Parts)
  • Specials:
    • Flight of Ruin - Throw the axe forrad, damaging enemies while thrown. Reactivate to call the axe and perform a powerful overhand swing that can generate Resolve.
    • Grim Onslaught (AM8) - Throw the axe forward, damaging enemies in its path earlier landing a distance away. Hitting a Behemoth can generate Resolve and will bounce the axe back towards the user.
  • Mods:
    • Volatile Axecore (AM6) - Charging attack deals aoe impairment to nearby enemies at each charge level.
    • Lightweight Haft (AM10) - Movespeed while charging Horizontal Attacks is now increased instead of decreased and costs fifty% less stamina.
    • Overcharged Cylinder (AM16) - Decision tin can now stack up to iv times.

The Axe is a hard-hitting slashing weapon that is the Sword's simply rival when it comes to breaking Behemoth Parts in record time. On the face of it, the Axe's attacks and combos are incredibly simple (and they are), only using either Horizontal or Vertical Attacks in quick succession, alternating between charged and uncharged.

Merely there'southward a niggling more than going on under the hood. Vertical attacks that are charged 3 times will grant you "Resolve", which allows you to shrug off Stagger effects for a curt time. And whatsoever charged attack, Horizontal or Vertical, volition grant you "Determination", which multiplies your damage - and go this: it tin can stack up to three times. That makes for stupendous damage potential per attack, which when directed at a specific point on a Behemoth will suspension parts quicker than anything else on the market.

Its Special Throw is also very fun and allows you to deal some extra damage at range earlier winding upwards for a great back overhead slam as the Axe comes back to yous, Stormbreaker-fashion. Y'all can even contrivance the Axe to delay its return for a short time, which is useful for giving y'all that extra moment to line upward the perfect assault on the enemy.

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Dauntless Hammer - all-time weapon for stagger damage (and best weapon, full stop)

  • Type: Edgeless (+Stagger DMG)
  • Specials:
    • Concussive Salvo - Loads ammo into the hammer before releasing, damaging and interrupting Behemoths.
    • Mighty Landbreaker (HM8) - Loads ammo into the hammer before releasing, creating an aether vent that buffs players.
    • Molten Edict (Exotic Only) - Converts all explosive uses of ammo into fireball attacks.
  • Mods:
    • Weighted Crown (HM6) - Stagger damage is no longer halved when attacking Behemoth legs.
    • Impulse Crown (HM10) - Aerial Strike grants increased damage dealt for ten seconds. Bonus is doubled if a Behemoth's caput is struck.
    • Extended Clip (HM16) - Ammo increased to 6.

If any Dauntless weapon can lay a claim to existence the outright best weapon, I would probably put the Hammer slightly above any other. It's a loftier-skill-ceiling weapon involving timed ammo reloads, charge attacks, Hammer Jumps, and all sorts of other crazy complexities; only when things start to click and you're able to use all these footling quirks and tricks to aid mitigate the Hammer's weighty and languorous attacks and recoveries, then you find yourself agreeing with me.

The thing about the Hammer is information technology's simply incorrigible. Once you get started with a skilful combo which you should always terminate with your bread-and-butter Aetherslam), odds are y'all'll oftentimes stagger or outright knockdown the Behemoth, allowing you lot to continue with further combos that stagger and break them fifty-fifty more, and then on. It's an awful, wonderful gamble in the power of stun-locks and well-timed attacks - and slide-attacks, too, because the Hammer makes good use of them but like the Sword does.

But as I said, it's a tricky weapon to get to grips with, far more so than the Sword or pretty much whatsoever other weapon to be honest. If you're not withal comfy with your dodges and your timing (which is compounded when facing a new Behemoth), and then it might exist worth switching to a Sword, Concatenation Blades, or Axe, as they're all much more forgiving weapons.

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Brave Chain Blades - best weapon for mobility and looking badass

  • Blazon: Slashing (+Part DMG, + DMG vs Wounded Parts)
  • Specials:
    • Reaper'due south Trip the light fantastic toe - Use close to a Behemoth to push off, dealing impairment. Use from far to pull in quickly to a Behemoth.
    • Cruel Riftstrike (CBM8) - Apply to teleport forward, dissentious enemies if present. Can teleport through Behemoths.
  • Mods:
    • Lightweight Chain (CBM6) - Dashing towards a Behemoth reduces stamina cost of the dash past l%.
    • Hurricane Blades (CBM10) - Using Blade Spin grants stacking on-next hitting impairment that is consumed when using other attacks.
    • Serrated Blades (CBM16) - Bladed attacks accept a chance to crusade your next swinging blades to be a critical strike.

I love the Chain Blades. They're easy to larn, and you merely feel like such a badass while using them. By far the fastest-attacking weapon in Dauntless, you can switch on the fly betwixt Bladed Attacks (normal close-range strikes) and Chain Throws (longer-range attacks) and the Blade Spin combo trades your stamina for some outrageous impairment over fourth dimension - provided you aren't interrupted mid-spin.

The Chain Pull and Button specials are also amazingly useful in helping you to control the pace of a fight, allowing you to dodge attacks and close distances in the blink of an center. And even without these specials, the Concatenation Blades' accent on mobility means your ordinary dodge becomes a veritable Blink ability. It's just so fast.

The downfall of Chain Blades is that they don't calibration quite equally well as some of the other weapons as time goes on. With the more dangerous Behemoths yous really want a higher damage-per-hit than the Chain Blades ordinarily provide; just with the right Cells and the right pick of Chain Blades - and a fair amount of skill - you can dodge and weave and slice apart Behemoths, looking admittedly fantastic as you practice so.

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Dauntless War Pike - best weapon for wounds and support roles

  • Type: Piercing (+Wound DMG)
  • Specials:
    • Concussive Payload - Employ to convert meter into ammo. Hold to spend ammo to fire a missile that damages and can interrupt Behemoths.
    • Savage Wellspring (WPM8) - Utilize to convert meter into ammo. Hold to spend ammo to create an aura that buffs nearby allies with disquisitional strike chance. Duration increases with ammo quality.
    • Godhand (Exotic Simply) - Use to convert meter into ammo. Hold to spend ammo to channel a beam that damages Behemoths the more it remains dissentious them.
  • Mods:
    • Munitions Amplifier (WPM6) - Stored ammo quality increases slowly over fourth dimension, upwardly to max.
    • Lightweight Shaft (WPM10) - Superhighway charge attack no longer costs stamina and e'er critically strikes.
    • Balanced Spearhead (WPM16) - Increases damage dealt past three% each time Piercing and Harvesting attacks are alternated. Resets upon combo end.

The War State highway is a fascinating and well-designed weapon type, providing a completely different focus to the other weapons with its unique natural power to cause Wound damage to Behemoth parts. This makes it an excellent weapon when it comes to maximising the resources y'all yield from a fight, particularly in groups where yous have friends with Swords or Axes who can whale away at the parts you wound.

Like the Hammer, the State of war Pike is some other fairly complex weapon that you might bounciness off at kickoff later trying it out for a flake. I'd encourage yous to stick with it. Effective apply of the War Freeway requires adept use of Piercing Attacks to inflict Wounds, and Harvesting Attacks to fill your accuse meter so you can unleash massive ranged Expressway Blasts towards the enemy. Go on in heed besides that these Throughway Blasts have an optimum release fourth dimension to ensure maximum accuracy (the moment the circle around your Pike contracts to nothing), so proper timing is essential.

But if you lot mess upwards the timing of your Pike Blast, never fear! You can but dodge to cancel out of the charge-up, retaining your ammo for a hereafter opportunity.

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Brave Repeaters - all-time weapon for versatility and range

  • Type: Slashing (+Part DMG, + DMG vs Wounded Parts)
  • Mods:
    • Capacitative Magazine (RM6) - Using an ability returns 4 ammo to the mag.
    • Scoped Sights (RM10) - Increases damage falloff range past 25%.
    • Lucky Magazine (RM16) - Grants 2% critical strike run a risk for each round missing from the mag.
    • Extraction Catalyst (Quest) - Reduce both ability cooldowns by 2 seconds when dodging through Behemoth attacks.
    • Lightweight Frame (Quest) - Gain twenty% increased movespeed when at 6 or less ammo.
    • Precision Sights (Quest) - Deal five increased damage when attacking the same role multiple times. Stacks up to 8 times.

Yeah, I don't know either why they're classed as a Slashing weapon... merely regardless, the Ostian Repeaters are far and abroad the most unusual of Brave weapons, and as well the about customisable. The biggest mistake I see new players make with the Repeaters is to use it at long or medium range. Close, but no cigar. For the total ability of the Repeaters to reveal themselves, you have to understand that this is a close-quarters weapon just like any of the other weapon types.

The main matter to keep an eye on with the Repeaters is the reticule: if it'southward white, you're also far away and you'll suffer from pretty stupendous damage dropoff (which is what prompts newer players to incorrectly proclaim that the Repeaters are rubbish). But in one case you go close to the Behemoth, your reticule volition turn red, indicating maximum potential damage.

Even the basic shots of the Repeaters are nothing to be sniffed at, just combined with the fully customisable Skillshots, Mines, and the incredibly important Empowered Reloads (reloading close to the Behemoth makes all your attacks much more than damaging for a time), you'll presently see why you misjudged the Repeaters.

"Tell me again how worthless the Repeaters are..."

I call up that's enough to get y'all started, at the very to the lowest degree. Hopefully you've learnt a few new things nigh how to inflict all sorts of pain upon the Behemoths yous come upward against during your quest as a Brave Slayer. Happy hunting, and exist sure to check back here for all the latest stats and information.

Dauntless Best Part Damage Weapon,

Source: https://www.rockpapershotgun.com/dauntless-weapons-guide-combos-damage-types-best-weapon-in-dauntless-2

Posted by: ortizhalown42.blogspot.com

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