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Fortune Summoners: Secret of the Elemental Stone / Guide: Arche's Combat Tactics and Methodologies (Spoilerish)
« on: February 07, 2012, 04:21:55 PM »
After seeing at least a couple topics about people having difficulties with Arche's combat I finally decided to register and post something about the matter. Things that may be blatantly apparent to me might not be so to others and if I have help to offer then it makes sense to simply supply it. So, on that note, there were a few things I kept in mind as I played Fortune Summoners:
- Slash is actually Arche's slowest ability by a long shot. Why would this be? Because you can lead a Wide Slash while it's much more difficult to lead a Slash. It's also a mid ranging and mid damaging ability. This meant to me I rarely used it and its combo variants (more on the combo variants later). By the end of the game I had gotten so used to Thrusts, Wide Slashes and Arcing Slashes that it became difficult for me to even perform Arche's basic attack.
- Combat is tactical not reactionary. Playing "slower" greatly helps you in basically all regards. Getting your combos going and more importantly using the right abilities at the right time will make Fortune Summoners a much, much easier game.
- Enemies are "smart" but you can still use that against them. An enemy who jumps to avoid an attack and doesn't have a Downstab is a flying piñata. Simply Arcing Slash till the candy falls out.
- Get your initiation moves in order. You have many initiation moves that each start a fight a different way: Roll + Slash > Combo Wide Slash for a wide gap initiate to a running dash + Arcing Slash to start on pesky airborne flyers or even Leaping Slash and Downstab for *unblockable damage right off the bat.
- Auto guard is your friend. It is probably one of the easiest toggles to make the game much more “user friendly”. Fortune Summoners punishes players that don’t think about their combat tactics and this can help buy you the time you need if you don’t necessarily have the best reflexes.
- There are 4 difficulty levels and “Hard” actually means just that. This comes from a player that usually plays games at max difficulty because “Normal” usually translates to nap time (Sometimes “Hard” does as well).
- Practice makes perfect. Being able to use all your abilities effectively is perhaps the greatest hurdle you have although, it’s one thing to be able to use them against air and quite another to combo them against even the most basic of enemies. A great practice area is the upper loft where Arche lives as there aren’t any doors and the ground is even.
Phew that took quite awhile. Think I’m going to stop here and come back to lay out all of Arche's abilities. After that, I think tips on certain monsters and maybe in general will be after so bear with me.
Stay tuned for (much) more.
Edit: I r gud at speeling.
- Slash is actually Arche's slowest ability by a long shot. Why would this be? Because you can lead a Wide Slash while it's much more difficult to lead a Slash. It's also a mid ranging and mid damaging ability. This meant to me I rarely used it and its combo variants (more on the combo variants later). By the end of the game I had gotten so used to Thrusts, Wide Slashes and Arcing Slashes that it became difficult for me to even perform Arche's basic attack.
- Combat is tactical not reactionary. Playing "slower" greatly helps you in basically all regards. Getting your combos going and more importantly using the right abilities at the right time will make Fortune Summoners a much, much easier game.
- Enemies are "smart" but you can still use that against them. An enemy who jumps to avoid an attack and doesn't have a Downstab is a flying piñata. Simply Arcing Slash till the candy falls out.
- Get your initiation moves in order. You have many initiation moves that each start a fight a different way: Roll + Slash > Combo Wide Slash for a wide gap initiate to a running dash + Arcing Slash to start on pesky airborne flyers or even Leaping Slash and Downstab for *unblockable damage right off the bat.
- Auto guard is your friend. It is probably one of the easiest toggles to make the game much more “user friendly”. Fortune Summoners punishes players that don’t think about their combat tactics and this can help buy you the time you need if you don’t necessarily have the best reflexes.
- There are 4 difficulty levels and “Hard” actually means just that. This comes from a player that usually plays games at max difficulty because “Normal” usually translates to nap time (Sometimes “Hard” does as well).
- Practice makes perfect. Being able to use all your abilities effectively is perhaps the greatest hurdle you have although, it’s one thing to be able to use them against air and quite another to combo them against even the most basic of enemies. A great practice area is the upper loft where Arche lives as there aren’t any doors and the ground is even.
Phew that took quite awhile. Think I’m going to stop here and come back to lay out all of Arche's abilities. After that, I think tips on certain monsters and maybe in general will be after so bear with me.
Stay tuned for (much) more.
Edit: I r gud at speeling.