![]() ![]() The Enforcer is actually really good, able to fight hordes of enemies other classes would flee from without any real regard to stats or equipment, but the Magma Worm makes it extremely dangerous to even enter Protect and Serve. I was particularly lucky to not get a Magma Worm spawn in this run. This, somewhat frustratingly, makes it increasingly risky to lean on Protect and Serve the deeper into a run you go, as elite and thus Volatile enemies get more and more common. If a Volatile enemy is around, Protect and Serving against a wall is actually liable to get you killed. If you don't move, those rockets tend to circle behind and hit you for damage just fine, and they hit hard. ![]() The one other threat to Protect and Serve is Volatile enemies -the orange elite enemies that launch red rockets. Parents and Sand Crabs can take you from full to dead in moments if you let them, and so the process of learning when Protect and Serve is total protection and when it's not can get you killed really quickly. What's particularly nasty is how many of the enemies that can bypass Protect and Serve in this way hit especially hard. Parents (The yellow humanoid giants) are another example that can catch you off guard -if they get in your face and throw a punch, it will go behind you and so hurt you even though the Parent is right in front of you using a melee attack. Jellyfish electricity, for example, is absolutely blocked by it, but once they're sitting on you, spiraling directly atop you, their electricity will often end up spawning behind you and so hitting you, and so even though Protect and Serve blocks their attack it's a problem to treat it as protection from Jellyfish. The hitboxes can catch you off guard, though, and some enemies you're probably best of treating them as ignoring Protect and Serve. If you stand up against a wall or even with your back to a ledge, the vast majority of enemies are simply incapable of hurting you. If it's anywhere else -including coming directly above or below, where you would expect the shield to not block it- the Enforcer will ignore it while Protect and Serve is active. If it's behind the Enforcer, it does damage. The wiki will tell you that effects like electricity ignore Protect and Serve, but this is quite clearly wrong what matters is where a strike is centered at. Note that Protect and Serve's block effect is really generous. He mostly seems to be immune to stun and knockback per se. I actually had no idea Providence was susceptible to Fear prior to this video, and if I'd ever given the matter thought I would've assumed him immune to it! In fact, my recordings from here on involve a surprising number of examples of Providence being susceptible to status effects. Fear driving enemies away does that just fine, better than immobilizing them with stun in fact, albeit it does mean you should avoid using Tear Gas in a few situations Crowd Control would make perfect sense to use -eg when you're trying to finish off a lone enemy and Tear Gas would cause it to flee your strike radius, delaying the kill. As far as I can tell, there's nothing that's susceptible to Stun while being immune to Fear, and one of the main things the Enforcer tends to be striving for is getting himself some breathing room. ![]() This is a subtle yet surprisingly useful change. As per Crowd Control, except it inflicts Fear instead of Stun. ![]()
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