
- #Tribes of midgard fenrir weakness how to#
- #Tribes of midgard fenrir weakness upgrade#
By late game souls should be no problem and you can repair your Norn II/III when needed.
#Tribes of midgard fenrir weakness upgrade#
It only costs 1 wolf tooth to upgrade from Villager I. Craft multiple Villager II bows instead of wasting souls on repairing if needed. Luckily, they are cheaper than other weapons to create. Bow Durability: Bows struggle with durability.If not, simply use the Norn III and be a healer for your team. Hopefully by the time you have the Lair unlocked you will be able to buy the legendary bow (not required) for the Fenrir fight.
Dark + Bow Efficiency/Damage: These skill upgrades will allow you to be the most consistent Fenrir DPS on your team.By mid to late game, having multiples of these runes will allow you to become a DPS monster rivaled only by Berserker. Keep some of your special arrows to burst down bosses and elites.
Arm of Ullr and Far Fetched: These runes are easy to come by and add a lot of damage to your bows. This saves much needed resources for the rest of your team who will be tanking hits. If you’re taking too much damage it means you are not kiting correctly. The highest I ever upgrade to is Feral by the time Fenrir’s Lair is open. If you don’t find this rune, you can rely on raider’s or even villager’s armor for almost the entire game. Armorless: Finding a “nothing to hide” early on can allow you to run most of the game without needing armor since your decoy and range kiting will keep you safe. While the rest of your team is cycling in and out between Jotunn and Fenrir AOE attacks, you can lay down fire to keep up the damage from a safe distance. Your huge range advantage allows you to be consistent DPS on Jotunns and Fenrir. They are a more nuanced weapon that requires some getting used to but can be very powerful in the right hands. Bows: Disregarded by more veteran players and seemingly underwhelming for new players trying them for the first time. Points of Interest: Good throughout the game to help your team uncover shrines and speed through the map without wasting time looking. Visit the land of pools and ash beaches frequently and store what you get in the war chest whenever you recall home. It is YOUR job to make sure the team doesn’t have to waste souls on any rare plants for their equipment. Once you get yourself geared up with a Norn bow and some armor, prioritize gathering key ingredients required for elemental weapons, potions, etc. Plants/Animals gathering: The extra resources from your Bountiful Grasp skill is a huge early game for getting your team geared up. Many classes are capable of beating down camps and elites, but they trade hp and take longer to kite between attacks due to their melee range. The key part here is that you can solo while remaining very high on HP and not waste health potions. This will allow you to solo every mob and every type of camp in the early game with just a villager bow II so long as you are smart about your positioning. This will cause them to switch aggro to your decoy so long as your decoy is closer to the enemies than you are. Roll whenever you can while kiting large groups of enemies or elites. Activating a decoy with your roll will basically make you immune to damage for a short while. I hope to keep this guide updated as the game progresses through buffs/nerfs and meta changes. I aim to simply show you that a weaker class and “weaker” weapon type can be viable and enjoyable if you prefer a more nuanced, kiting type of combat.Īny kind of feedback is greatly appreciated. No one can deny that Seer and Warden are S tier for a successful coop run in Tribes of Midgard. Regardless, this guide aims to show you have to have fun and be useful with a very niche class. Hunter as it is right now is still severely underpowered compared to Seer and Warden. #Tribes of midgard fenrir weakness how to#
A guide explaining how to make Hunter viable in your random matchmaking.