What's Good, It's Fevir.
As expected there are a ton of new players running around in Dauntless and as someone
who has clocked in an amount of hours in the game -that I don't even want to know..
I figured I'd rustle up some tips for people maybe trying to get their bearings, struggling..
or just like learning stuff.
These tips won't make you an expert out the gate - as these types of games really require
you learn the encounters and let muscle memory take over.. but I do hope you get something
here and am going to try my best to avoid the non-tips of like.. you kill a behemoth
by reducing it's health to zero.. stuff.
We'll start with quite possibly the most basic tip.
Roll into attacks to more easily avoid them.
In Dauntless your roll or dash is loaded up with an iframe or invulnerability frame..
where when you time it correctly, you'll avoid the damage of an attack.
The thing is though that our normal reaction is to try to dodge away.
This can still work.. however you can use the movement of the attack or behemoth to
give you a more forgiving timing.
As if you and whatever attack are moving against each other.. you'll create much more space
before the iframe ends than rolling away and make the timing much, more forgiving.
Aside from the obvious learning curve stuff.. where those deaths are out of your control
anyways.. the downsides to dying is a few second channel from a teammate and a slight
increase to your danger meter BUT.. the upside is a morbid type of heal.
Look at the Danger Meter as another resource to be utilized and if you only have 5% health
left.. it's not worth using 3 potions to get back in fighting shape..
I'm not saying to die on purpose - and if your group is already struggling and the Danger
Meter is going to pose a problem.. well then don't strain that resource.. but aside from
some slight embarrassment you can really get a lot of healing out it.. especially if someone
gears into medic.
Whether this is bug or feature .. is anyones guess but it goes with our last tip.
You only NEED one person to channel a revive on a teammate.. but if two people do it and
channel it to completion - both revives will reduce the Danger Meter..
3 people.. reduce it even further.
This also works for Aether Vents.. on that last pull of sweet, sweet healing.. the whole
party could channel and get a boost of healing.
This is just an item but it's also probably the best tip in this video.
This item is bananas.
The next 3 hits you take deal 45% reduced damage.. with no duration.. you can carry
So up to 9 hits in a fight will deal about half damage.
Now when you're a seasoned player you probably don't even get hit 9 times in a fight and
when you're a new player.. you really need to stretch your life bar out and this mitigation
is very welcome.
Because of this you want to keep an eye out for Ironthistle - these white flowers are
generally found in snow environments and are worth their weight in... notes?
Notes.. is the low key currency used in Dauntless.
I feel as if it's going to have a bigger role in the future - but currently is used for
extracting cells from gear and a bit of crafting.
I've never run into a problem with them but this may be good to know for the future that
through the inventory window - you can select particular items.. basically any item.. and
salvage it for notes.
All those old, extra, Shrike Parts you got while going for a beak.. easy money.
So you're fighting a behemoth .. and each time you attack - numbers of different color
For our purposes- we care only about the yellow number now.
This is slashing.. or part damage.
What it tells you is your are dealing damage to a PART on a behemoth that can be broken..
say a leg.
If you deal enough yellow damage to it.. it breaks - it also gets some graphical indicators
that it's been roughed up, you get a chance at some loot.. and
continued PART damage to that leg will no longer be yellow.
This guides the savy slayer.. as a behemoth can be killed before each part is broke..
so you want to try to only attack sections of the behemoth that will result in PART damage,
and therefore more loot.
Quick addition to playing around parts.. now in the early sections of the game.. there
really isn't a worry about what parts or if the parts will break.. but later on - making
sure you cut the tail.. making sure you get the beak.. trying to only kill them during
an aether rage.. can be important.. and all it takes usually to get everyone on the same
page as you..
especially if they haven't clicked in to playing around optimizing part breaks is a .. hey
guys, let's focus the tail first, in chat.
But what about this blue number I'm seeing - the light blue number is stagger.. or blunt
damage.. and is just as important.
As continued dealing of this type of damage to a behemoths head - will knock them out
for a few seconds.. sending them to a staggered state on the ground where your team can descend
on them un-interrupted.
You'll know you're almost about to stagger a behemoth by a visual queue above their head.
More iconic to Dauntless however is the infamous - boop the snoot gameplay .. or rather interrupting
a behemoth during a moment that it is unstable.
This can be when a Shrike swoops in at you.. it can be when a Skarn stands up on it's hind
legs.. or an Embermane Charges.
Now.. while I'm lumping this in with blue damage.. this isn't an exact science.
Very often - the slower, heavier weapons and attacks that deal stagger damage are also
the ones that if timed well can interrupt a behemoth.. but it's not always the case..
a lot of it comes down to trial and error.. and timing.
Most behemoths can be booped at some point and also require you putting yourself in harms
way to attempt it.. it's a fun risk vs reward minigame.. like a version of playing chicken.
Well then what about my red damage.. red damage is piercing.. or wound damage.
This is a type of damage that after enough of it is dealt to a specific part.. applies
a wound debuff.. that part will start oozing Aether to show it's been applied.. and anyone
who attacks that part will deal bonus damage.
So these three types of damage..
Part, Stagger and Wound Damage.. are important to recognize.
Now a lot of times they are tied to a weapon.. a War Pike dealsmainly piercing wound damage..
and a hammer mainly deals stagger blunt damage.. but you'll see, especially with skills and
cells, that you'll be able to deal damage types outside of weapon types.
The important thing I feel.. is to just.. play to your damage type.
If you're dealing wound damage.. your job I guess, is to debuff as many parts as possible..
that haven't been broken.
So hella focus on a part until it's debuffed.. then move to the next.. if you deal stagger
damage.. you should be on that head.. knock them out as much as possible.. if you are
dealing straight part damage.. cut off those parts.. cut off that tail as that dude ying
the hammer cannot cut it off.
Explaining this in great detail could be it's own video - but
a behemoth, technically, as a health bar that's hidden.
You'll notice this green, turqoise damage number pop up.
This is your raw or normal damage.. so when you swing with a hammer you see the blue stagger
damage AND the turqoise damage.
Only the normal damage is applied to the behemoths health.
Stagger.. and wound.. are in effect, status ailments.
They always come WITH normal damage.
This is important to know because there are so many ways to increase damage types.. and
yes, the number gets higher.. but you're not dealing any additional damage directly.. obviously..
debuffing faster or causing more knock outs is going to help in the long run...
Part damage.. yellow damage.. is slightly different.. but the same.
When you deal this damage you will not see the turqoise number - it's still there.. but
because it would usually be the exact same number.. it's hidden.
However.. same rule applies.. if you equipped a bunch of things that increases part damage..
you're going to see a higher damage number.. then what you're actually doing to
Certain abilities or moves are tied to parts on a behemoth.. the most apparent way to see
the changes.. are the tail however others exist.
Because in most cases.. if you cut the tail off..
some of the tail focused abilities stop showing up.
Panger stops flicking ice projectiles..
Gnasher stops his tail smash.. however - this usualyl comes with them now using new abilities.
The Drask without his tail has this leap attack.. the Quillshot gets a hind kick.
Sometimes breaking a specific part can make the fight easier.. or harder depending on
the attack and your comfort level with it.. so especially in solo hunts.. you can prioritize
or ignore parts to make things easier for you.
Interacting with behemoths is always fun.. but so is watching people get wrecked.
So I'm going to leave you with a partial tip here.. there are quite a few projectiles that
exists that can be hit back towards the behemoth that through them for some unknown amount
Consider this some sort of parity with faster weapons.. it's much easier or possible to
interrupt behemoths with slow weapons.. but much, much easier and safer to send a projectile
back with a fast weapon.
When your weapon is sheathed.. you don't spend stamina to run.
There are certain times in fights where you know you're going to need to dodge.. or run
away.. and you cannot realistically attack.
So sheath up.
Make it easier for yourself.. save some stamina.
This one is pretty straight forward - but is a change from last few testing phases.
All the gatherables on the islands or parts you break off and loot.. only are committed
to your inventory on a successful hunt.
So no more joining a hunt, gathering and then leaving.
Scattered around all the islands.. you'll see these floating.. whitish.. blueish.. wisps.
These are Aether Wisps and can provide a boost of energy.
The final tip.. really.. is you can disregard 90% of this stuff.
These types of games.. they can be fun to optimize they can be fun to play well.. but
it's not needed.
As long as the behemoth goes down.. as long as you had fun.. you're golden and you can
make most thing works.
You don't need to spend time getting the timings right to interrupt every behemoth with everyone
weapon.. you don't need to force your friends for the perfect group make-up and shot call
parts to attack.
You could.. some do.
You don't need to and will have just as rich an experience.
That's going to do it for me though.. until next time, this is Fevir, peace.