| The Karok Guide; Title speaks for itself | |
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| Tweet Topic Started: Aug 13 2011, 10:48 AM (4,657 Views) | |
| Zeveryn | Aug 13 2011, 10:48 AM Post #1 |
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Alright this is a work in progress and i wont be using proper writing techniques because im going to try my best to explain how a Karok works and i dont wanna bother with the small stuff. Im not here to impress you im here to help people. Ok here we go: (table of contents will go here) As a Karok your job is to be in everyone's face and be as annoying as possible. (to the enemies) There are 3 standard combos that each have their own uses: L,R- Grizzly uppercut: The Karok swing his pillar in a huge upward arc; this move is used to deal big damage to a single target but becomes much more useful after you unlock the ability to continue your combo at level 30 L,L,R- im just gonna call this move the "Pillar Charge": The Karok swings his pillar in front of him while charging forward knocking down enemies, damaging them, and clearing a path for your allies. This move is iffy. It really doesnt have any use until you unlock the dropkick move. Until then, use this move primarily to damage and knock down a group of mobs. L,L,L,R,R- Mammoth Smash: The Karok brings his pillar down with a massive amount of force dealing huge damage and knocking down enemies in a small area of effect. This is your main source of damage early on and because of the AOE will continue to be used for the high damage and range. The first R is just a small spin the Karok does and gets mobs off of you for the big smash. You can do many things with this move like delay after the first R for about a whole second. Use the delay when you want to hit a big mob of enemies at the same time waiting for them to get into position, or to hit an enemy you know if gonna come at you if you missed. I could go on about the usefulllness of this move but i wanna move on. Karok specific moves and abilities: Power Grab: This enables the Karok to grab enemies no other character can for an instant kill. These enemies include: Spiders, wisps, Vampires, and Toads. This move will only be used early on to kill these small enemies. The BIG advantage this move has however, is invincibility. You cannot get hurt in the power grab animation. If your swarmed by a bunch of little guys, this move has a small AOE in every case. Use it to get yourself out of a pinch. Boss Bash: This is where the Karok starts to really stand out. Karok's make a bosses day a living hell, and you're gonna love why. Basically when you fight a boss that is small in stature like a werewolf or other mini bosses, when they take a certain amount of damage they seem to get exhausted and crouch trying to catch their breath. This is when you walk up to them, press the E button (or w/e button used to grab) and watch yourself beat their face in ![]() This move will be extremely useful at all points in the game. You are invincible during the entire animation, and your allies can continue to hurt the boss while you're bashing him as well, making this move extremely powerful. But this is where the Karok gets complex. Certain boses get up faster than others, and it is much more affective to wait until the last possible moment to bash him for maximum damage while theyre exhausted. Basically youre gonna have to study up and practice your timing with this move. It also deals big damage so feel free to use it anyway if you dont have timing down very well. Clash: This move....oh man this move. This move is what really makes a Karok shine. In raid boss fights or bigger boss fights, almost all the bigger bosses have moves that can be clashed. This move is very difficult to pull off against certain bosses and i have to admit even im not very good at it yet. It also requires a ton of practice and while it may not be useful solo, in a big party this is a game changer. I may even have to make a separate post for this one and i will eventually so ill keep this short. When the big boss does a move that can be clashed you need to be near them, and even then you have to time that dam E button perfectly cuz if you F-up that move will hurt you bad. Bosses only have a clash proc during their most powerful attack which is why this move is so High risk High reward. Good clashers will use up all of their stamina holding the boss in the clash by making sure they time their E's to hold the boss in place as long as possible while your teammates heal, hit the boss, or whatever they need to do. Near the end of your stamina mash that E button so that you're the one that wins the boss clash giving your teammates a bit more time and damaging the boss. Losing a clash in my experience doesnt make you take big damage, so pulling this move off is always a win even if you dont win the clash itself. Pillar Charge: ok i know that i said this move was a standard combo but thats just because if you look it has the EXACT same animation. (almost) This move makes the Karok start charging forward with his pillar in front of him after sprinting for a short time. This move is used to knock down enemies and clear your path towards a bigger target. Not much real battle use here. Dropkick (R during pillar charge): This is the big single target damage, it can be used after the pillar charge COMBO for the maximum damage to a single target with a combo. It can also be used during the sprinting version of the pillar charge to clear out a group of mobs. Pillar Toss (hold E) and Unarmed Combat: This move is mostly just for fun. Use this move to clear out mobs that are lined up. Unarmed combat is still affected by your weapon stats, and its just there again, for fun and to make the Karok more dynamic. This move still deals a huge bit of damage and is fun to finish boss fights with. Other than that this skill isnt very useful. War Slam (R,then R repeatedly): This move does the most damage over time for Karoks without using SP. This move deals HUGE damage and is used against a single target for multiple strikes that deal an amount of damage at about 2/3 of the damage the Mammoth smash does per hit, with the first hit of War Slam dealing just a bit more and with a very small AOE. Use this move against bosses and mini bosses primarily. Also use this move in conjunction with boss smash against mini bosses for maximum usefullness and dps during a fight. You can use this move to clear mobs off of you with the first hit as the well. This move is also high risk high reward because it leaves you open while the pillar isnt touching the ground. Use this move to the fullest then cancel it by dodging to be safe. Absorb Shock: Alright this is the move that determines the effectiveness of you as a Karok and as a player. This is the active invincibility move for the Karok. It may not require as much precise timing as the invincibility of the Slip Dash for Lann's but it has more frames in certain situations. I'm going to have to make a separate thread about this one, but dont expect it anytime soon as I pride myself about how effective i am with this move. SP Moves: Howl (consumes 1 sp bar): This move is very Meh. It takes off a single damage over time debuff like fire or poison etc. This move heals you as well making up for the damage you have taken during the damage over time debuff. Howl is really only used after level 50 in hero mode, as the SP isnt really worth using up compared to using it for the other SP moves. Use this in hero mode since there are mobs that have DOT debuffs and you get a lot of SP. Whirlwind (consumes 2 SP bars): This is the big damage move that you use to kill bosses or mini bosses. It hits 6 times when fully upgraded and you should max this thing out ASAP. Deals MASSIVE damage to targets in around and primarily in front of the Karok. The Karok spins around at high speed holding his pillar out in front of him for damage, ending with a fast Grizzly Uppercut. You can move a bit while using this move so you can clear out a big mob wave in hero mode if you want but use this move primarily against bosses. I need to advise other Karoks to time this move correctly as YOU ARE NOT INVINCLBLE DURING WHIRLWIND! This means you can spend 2 sp bars on about 2 hits out of the 6 hits and get knocked out of it, wasting the sp and looking dumb in the process :/ Earthquake(Consumes 4 SP bars): This move is more for show than for a real fight. Since the SP cost is so high I would only use this move to clear out a bunch of mobs in Rochoste boats and hero mode. This move does the Most damage with one hit that a Karok can do, and has a HUGE AOE range. You may be wondering why i dont recommend this move for boss fights. Thats because you can do 2 Whirlwinds instead to a boss for much more damage than one Earthquake can do. This move is however HIGHLY recommended to be used in boss fights where the boss spawns mobs. Stand next to the boss while Aggroed to take down a big chunk of his HP as well as killing all the mobs around him to open up room for your allies. This move also makes you completely invincible during the animation making the previous suggestion even more viable. Thats all im going to give for this topic today and I will be taking suggestions and will take other Karoks experiences and advice with these moves into consideration when proceeding with the completion of this guide. Feel free tocontact me VIA e-mail at king.sutherland@gmail.com if you want 1 on 1 advice or if you have suggestions for the guide, or just talk to me in the game. |
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| jeffdachef | Aug 14 2011, 05:15 AM Post #2 |
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very nice zach also here's a contribution to your karok guide for higher levels http://www.youtube.com/watch?v=4lUVelZ4jDc&feature=related |
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| jeffdachef | Aug 14 2011, 05:24 AM Post #3 |
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dammit glas why are you soloing a raid karok? Quick! call for assists! |
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| Lethop | Aug 15 2011, 02:03 AM Post #4 |
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Administrator
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NO GLAS HAD BEEN DOWNED SOMEBODY GO REVIVE |
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| YamiSan | Aug 17 2011, 02:03 AM Post #5 |
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YamiSan
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WHY DOES THE BOSS KEEP HEALING ITSELF HAXORS. |
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9:49 AM Jul 11