饥荒联机版

饥荒联机版

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Advanced Forge Woodie Guide Part 1
由 Rissa 制作
"Don't start a tussle you can't finish!"
Woodie the Lumberjack

Welcome to my Forge Woodie Guide! Due to Woodie being a complex role to master I wanted to make a guide to help out those who want to try him out. I have categories for both beginners and the more advanced players. I cover everything from armor to all of the boss waves as well as different custom modes. I hope you enjoy it!

~ Shameless Woodie Main aka Rissa

Woodie: Hey bud! I'll be stopping by every now and then to fill in on anything the author may have missed. Chop, chop now! Oh, you're looking for part two? Here it is!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2391808810
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Basic Information
Woodie is a melee only character. His main role is to be the secondary tank alongside the main tank as well as cancel the mobs or to run around and distract. More on that later. (Up until the swineclops cancelling mobs is optional but highly recommended). Woodie can play as the main tank if need be, in which you would take the Blacksmith’s Edge. But isn’t optimal unless your main tank is really struggling and nobody else volunteers to cover since you would most likely need someone to replace you.

Woodie’s base HP in Reforged is 200. He spawns with his trusty axe Lucy, which has a cooldown timer of roughly one second. Without any DPS equips Lucy’s base damage is 20 and is increased to 22 if the defense buff is active. The base damage for Lucy chuck is 30, increasing to 33 with a defense buff, which caps at 10% and gradually increases as you attack. Note that Lucy herself acts as a mob defense debuff like Abigail, indicated by the broken shield icon above the enemy that was attacked.
Armor and its uses
Every character has their own designated armor. You are also going to want to plan ahead with your tank since you might have to share or swap gear depending on how confident they are in their role and/or if they're feeling generous. Armor use will also vary depending on how you tackle the bosses. Refer to the chart below to determine which armor you should use based on your method of handling boss waves:



Feathered Wreath: This item drops pretty early in the game and if you know ahead of time that you want to run the boarilla grab this. It gives you a 20% speed boost which you're going to need. If you're not running the boarillas you can let someone else have this hat.

Stone Splint Mail: Also called Splint armor for short, this will provide you 85% protection and it's lightweight so you can run around while still having a decent amount of protection. Note that if you get hit by the boarilla you’re going to get thrown into the air a little ways. Typically when it first drops the main tank is going to need it first. If you plan on cancelling you can disregard this armor entirely and grab the Steadfast Stone instead.

Steadfast Stone: This armor provides you with 90% protection but also has a 15% speed reduction. But unlike the other armor equips, Steadfast Stone armor will negate knockback from boss attacks so you won’t be tossed around like a rag doll. You're gonna want to grab this if you plan to cancel the bosses. If your tank insists on keeping this armor you might want to use the running strategy. Or if you're feeling brave, you can try cancelling in the Splint Mail.

Flower Headband: This headgear will increase your HP regeneration by 25%. Very useful for cancelling the bosses if you're still learning. If the tank insists on using this hat you can use a spare DPS hat for the extra damage until the next armor drop. On thing to note is that this hat is only effective if you're healing. If you're at full HP you can drop it and let someone with low HP use it for a while. Just make sure you get it back for swineclops. Oftentimes depending on how the match it going I don't even pick this up anymore until rhinos or even swineclops for a normal match.

Steadfast Grand: This armor can really let you take a beating! It provides 90% protection and increases your max health by 100 points, which brings Woodie's base HP to a whopping 300. It also negates knockback but doesn't slow you down like the Steadfast Stone. You can use this armor for either of the methods. It's lightweight enough to make it viable to run around in yet it's tank-y enough to cancel bosses with. The bad news is that the main tank is most likely going to want/need this armor, especially if they're playing as a tank with a lower base HP. If you really don't feel comfortable without this armor but don't have access, just ask the healer to keep an eye on your health and tell them to heal you when needed. If things go really south the tank can take over for you while you recover. Just remember to give this back to the main tank on the swineclops wave.

Blossomed Wreath: Now this here in combination with the Grand Steadfast can make you feel unbeatable. The Blossomed Wreath slowly regenerates 2 HP over time (stopping at 80% which is 240 HP for Woodie in Grand Steadfast and 160 for all other non-”Grand” status armor), provides 10% faster CD and 10% move speed. Woodie tends to get this piece by default no matter which way you decide to handle the bosses. If you do take this headgear to run the boarillas you will be slower so it’s better to stick with the Feathered Wreath if you’re a beginner and want to avoid taking damage altogether. Also note that this has a chance to drop after the Grand Forge Boarior, which isn’t optimal. (But better late than never). Be sure to return this to the main tank as well.
Armor Combinations
The typical getup for the running strategy. Stone Splint Mail and the Feathered Wreath.



This is what you would typically use if you decide to go with the cancelling route. Stone Steadfast and the Flower Headband.



This armor combination can be used for either strategy if your tank is willing to let you borrow it. The Grand Steadfast and the Blossomed Wreath.



For Beginners
Lucy Chuck is one of, if not the most effective method to draw aggro from mobs. Use this to your advantage. Try to keep an eye on the Healer and lend them a hand if they’re getting ganged up on. But don’t go around chucking Lucy at everything you see. In fact, that can be harmful to the team in the long run.

Another thing about Woodie is that you cannot be afraid to take damage and maybe even sacrifice yourself for the team if needed. This especially applies to the bosses as long as the main tank is alive. As the secondary tank you need to back up the main tank and protect the rest of the team when you can.

In the next section I will discuss the various ways to handle bosses.
Run Woodie, run!
Woodie: What am I running from? Oh yeh! The boarilla. You're gonna want to use this method if you're just starting out. I don't mind going for a run, eh. As long as I keep the hoser distracted it's worth it.









Running and distracting is pretty straightforward. Chuck Lucy at the mob you want to distract and run like no tomorrow. The most important mob that you need to run and distract is the boarilla. He doesn't spawn right away once the wave begins so you can help attack small mobs before he spawns. Just try not to take too much damage as you'll need to have a decent amount of health to run.

The golden rule of handling a boarilla is making sure it doesn’t get away. The best way to do this is to draw aggro and run away from the group and run in circles in an empty part of the stage. Even with a speed boost the boarilla will catch up to you but cannot hit you if you keep running as it stands still when it attacks. You need to chuck Lucy every few seconds to make sure it doesn’t lose interest. The best time to throw so that you avoid getting hit is right after the boarilla attacks since it has a cooldown. Meaning it can’t hit you immediately after you dodge an attack. But if you lag or if your timing is off you're probably going to get hit a few times.

So what do you do if you get hit by the boarilla while running and you can't get up? The easiest way for me is to attack the boarilla and hope that he goes into guard. That way you can get some distance between you and the boarilla. I demonstrate this in the video in the next section.

Note: Everything else before the boarilla is too small to worry about distracting and everything after is too dangerous to be able to distract efficiently so running the other bosses can jeopardize the whole team. Here's why:

  • Grand Forge Boarior: You’re going to want to stay at a melee range from this guy at all times, unless you need to lure and pull him away. Otherwise he will use his long ranged attack, fissure. This fissure hits a wide area and damages everyone in its path. If you’re not careful this attack can wipe the whole team very quickly. Note that even if you are in melee range with the GFB he can still fissure if other players are too close. If they’re causing him to fissure, (politely!) ask them to back away. If the GFB continues to fissure you'll just have to try to work with it. Chuck Lucy when the GFB's fissure is aimed at the healer if you can.

  • Rhinos: These guys do crazy damage if they charge at you so don’t run them. The charge attack is also faster than you even if you have a speed boost. And not only will they run you over, they can destroy the whole team if they were standing in the way. For example, Woodie tries to distract the rhinos and then it charges at you and a whole line of people just happens to be standing in between you and the rhino. Boom. Half the team is gone in seconds since ranged players don’t have the tank-y armor that you have. But even with good armor a fully buffed rhino can take you out in no time at all.

  • Swineclops: Again, don’t run this guy. Your job is to back up the main tank from this point forward and to cancel the infinite punches. (See Swineclops under Cancel Culture for more information). But you can lure him away if the tank dies. Depending on how long it takes for the tank to get revived you might die as well. Just do your best! When the tank is revived let them pull the aggro from you, assuming you survived.

    Disclaimer: I don’t use the terms “run” and “lure” interchangeably. See Glossary for more information.
Run like the wind, Woodie!
https://www.youtube.com/watch?v=KVf_A7hdmMM&t=5s

A clip of how I run the boarilla. I did get hit a couple of times but you can get back up and recover if you attack the boarilla and get it to guard. It may not guard immediately but I got lucky here the first time.

He also started getting really close to me at some points too. You can get some distance between you if you chuck Lucy before he gets to you. You might have to do this more than once.
Advanced Methods
Once you've gotten the basics of Woodie, you can try cancelling various mobs. Every mob's attack pattern and speed is different, which means you will have to accommodate for that espeically if you lag. In this next section I'll go into detail on every mob and how to cancel them.
Cancel Culture
This is the most current method of playing as Woodie. The cancel role can be a lot to take in but I’ll simplify information and techniques here. Learning this strategy does take some time and it helps to watch other players to get a general idea. But sadly there’s no real way to get good at the Cancel role unless you actually practice it for yourself. But even knowing the basics can help you in the long run. The good news is that if you know how to play a main tank it’ll be easier since the timing is almost exactly the same.

But what is “cancelling”? This is when you use Lucy to cancel the attack animation for mobs which in turn, stops the attack and can be very handy when used correctly. It can even make a difference between life or death. Learning how to cancel mobs is something that will take some time so don’t get discouraged! There are several ways to help you keep track of when to cancel the mob. And regardless of how you decide to cancel, the mobs will do a roaring or taunting animation that can mess up your timing so try your best to follow up after that.

DISCLAIMER: These numbers are based on tests from a hosted server. If you lag, you’ll have to adjust the timing to accommodate. There are several ways to cancel mobs:

  • Counting axe swings: This isn’t too difficult if you can count as fast as he swings.
    CAUTION: If you chose to cancel this way, this is not including the punching animation Woodie does due to holding the attack key. So don’t count your punches!

  • Counting enemy grunts/flinches: Enemies will grunt and flinch as they’re attacked (and I use this method the most)

  • Counting the seconds it takes to cancel the mob again: I find this one pretty hard to do personally.

    Author’s note: There’s no right or wrong way to cancel mobs. You can even use a combination of these techniques. I personally use the second method the most, sometimes in combination with the first based on the current mob I’m holding. (I count grunts for the GFB but I count axe swings for Rhinos). I also use a combination of these techniques depending on my connection. Try experimenting to see which way you feel the most comfortable.

    Woodie: If you’re more experienced you can try using this method. It's harder but I can take a few hits. I’m made of tough stuff. I didn't go to lumber camp for nothin'! If you don’t want to read aboot all of the mobs, all I ask is that you read how to cancel the bosses, which is the most important. Thanks bud!







    Pit pigs: Woodie can swing the axe two times before he needs to chuck Lucy to cancel a petrified, sleeping, or immediately spawned pit pig. From that point on, you can land 3 - 4 axe swings before needing to cancel again.

    Croccomanders: You can only get 2 swings before you have to chuck again. After you stun it once, it takes two swings again before the croc will attack. Even if you cancel correctly you’ll get hit again because the CD isn’t fast enough to cancel again in time.

    Tip: The pigs’ aggro is attached to the croc that they spawned with. If there is someone getting swarmed by the pigs and if you can tank for a bit, draw aggro by attacking the croc and the pigs will come to you.

    Snortoises: Although it can be tricky, you can cancel a snort’s regular attack if you count axe swings in between. (You really won’t need to do this but it’s kind of fun). The attack period varies depending on if it’s been in guard or if it’s been asleep. For a snort that has not been listed in any of the previous conditions mentioned you can get about 5 swings in before you have to cancel. If the snort does meet the previous conditions it’s 1 swing.

    Scorpions: The best way to cancel these guys in my opinion is to count your axe swings. You can get two swings in before you need to chuck Lucy but like the crocs, you will get hit before you can cancel again. When it taunts you can get 4 swings in. Just be mindful about the acid since you can’t cancel that and if you chuck during that animation you won’t be able to move out of the way in time.

    Tip: When you melee, you can dodge the acid if you run behind it or to the side. You might still get hit if you run directly backwards to kite like in survival.

    Boarilla: This is when cancelling starts to really become important. You can usually time when to cancel by counting the grunts/flinches. Three flinches and then throw. Rinse and repeat. If he roars, wait until he flinches once and chuck again. After that you can go back to the three grunts pattern.

    If counting grunts isn’t for you, you can try counting axe swings instead. You can get 5 or 6 swings in before you have to chuck Lucy. If he does the roaring animation you can get in two swings.

    If you want to count seconds in between each cancel period, a good way to do this is to use Lucy’s CD timer. Once the icon makes one full revolution you can cancel. The timing is really tight here so I don’t recommend doing it this way. But if you can pull it off, you’re better than I am!
    After a while the boarilla will have two new attacks based on how much damage he’s taken. A roll and a jump. These are just as easy to cancel as his regular punches so you don’t need to change your cancel pattern at all.

    Grand Forge Boarior: Here you don’t really have to cancel him but it makes things easier on the main tank but it’s a way to help protect them if they miss a couple of parries. Counting grunts/flinches is usually the best way to cancel this guy. General rule of thumb is, like the boarilla, 3 flinches and chuck as long as there are no outside interruptions like Maxwell’s shadows or sword jumps caused by Wigfrid’s battle cry. However, if the GFB causes a fissure or roars cancelling either of those will result in being attacked immediately after. If the GFB has been sleeping you can get two swings before you need to cancel, which is one grunt if you use that method.

    And again, like the boarilla, as he continues to take damage, he will have new attacks: spins and 3 hit combos. These can be cancelled as well as long as you didn’t get hit by it beforehand. Once you’re caught in a combo or a spin there’s no getting out of it. But don’t worry since the main tank will be able to regain its aggro quickly.

    Rhincobros: Cancelling the regular attacks isn’t a must since you’ll constantly be getting heals but it does help ensure that the rhino you attacked will stay aggroed to you. Counting the flinches on the rhinos isn’t super reliable due to how fast they attack after a flinch. The best way to cancel the regular attack is by counting your axe swings. You can land about 4 - 5 swings before you need to throw again. In order to cancel more regular attacks, you need to let them buff or they will hit you before the CD on Lucy finishes. This is not recommended, especially in non-normal matches as a fully buffed rhino can destroy players even with good armor.

    Swineclops: The tank and Woodie should try to have a good sync on parrying and cancelling, otherwise they might end up getting in each other’s way. Cancelling regular attacks isn’t really needed unless you’re holding him on your own for a moment, which hopefully you won’t ever need to do as long as the main tank is alive. The single most important thing you need to cancel is the infinite punches phase. You can tell when that has started if swineclops’ punches don’t stop after five. If he started to infinite punch the tank who is in parry, let them take 4 or 5 hits at most. The most they can parry, assuming it was a perfect parry, is 8 punches but it’s best to not let it get that far. You can tell if it’s a perfect parry if a mob flinches right after the tank parried. The infinite stage will be constant once it starts so if you cancel one phase he's most likely going to start another one right after.
Cancel Culture Continued
One thing to note is that if you and the tank need to heal and swineclops has reached the infinite stage is that he will not sleep normally. When the heal is placed, aggro him with a Lucy chuck and back away just out of melee range so swineclops will jump into the heal. If there are no other attacks he should go straight to sleep. This is important because if you and the tank get stuck in an aggro loop things can get ugly fast. (I lost a three man this way once...)
You have been cancelled!
A showcase of Cancel Culture on the boarilla, GFB, and rhinos with and without a main tank. These clips were made in Sandbox mode with a healer (in godmode) as my only teammate for the first 3 clips. Swineclops was added to the clips with the main tank to demonstrate how to cancel the infinite punches.

I do everything twice for bosses to show you how cancelling changes when the aggro is not always on you.

I'll start with the small mobs first. This isn’t required in most matches but it’s still nice to know.

https://www.youtube.com/watch?v=YNFl_pDX0VA

Bosses

Without main tank:

https://www.youtube.com/watch?v=wQxb-E3k0qQ
Boarilla: I have a little trouble in the beginning, which can happen if you mess up your timing or miscount flinches like I did. But you can quickly fix this by forcing him to guard or if he sleeps or is petrified.

https://www.youtube.com/watch?v=MWjCSjZbEkk
GFB: At the start I cancelled the fissure that was aimed at the Healer which made him attack me immediately afterwords. It's worth it to take a few hits in order to protect your team.

https://www.youtube.com/watch?v=VbeydXpEKqQ
Rhinos: Truth be told, I'm not that great at cancelling regular attacks on these guys. If you don't want to cancel regular attacks you don't really need to. What you should cancel every chance you get are the buffs. This is when they pause raise their arm for a few seconds. You have a small window of time to cancel these and there is a chance you can miss cancelling a buff if you were cancelling regular attacks as well.



With main tank: When the aggro isn't fully on you, it is harder to cancel sometimes. If you and your tank don't sync up things can get ugly, especially on swineclops. But don't get discouraged, this takes practice as well.

https://www.youtube.com/watch?v=XFkflx9-Juk&list=PLPN9QQmIzNX6QU2ANDg_FBbhLiAVHtg1_&index=4
Boarilla: I did have a little more trouble here than usual, not that I'm making any excuses here, heh. As you can see, due to having a tank, or other people in general, will make him guard a lot sooner. I know my tank's play style pretty well so I kind of know when they're going to break the boarilla's guard. (Yes, you're my tank. You know who you are!) If you're playing with a rando as tank, you can go ahead and ask them if they're going to break guard, but most people usually do by default anyway.

https://www.youtube.com/watch?v=EHXe4nUxoGA&list=PLPN9QQmIzNX6QU2ANDg_FBbhLiAVHtg1_&index=5
GFB: Having a tank with aggro on this guy changes the whole experience. At least for me. The pattern to cancel isn't any different but there's more pressure on you since you're not only trying to protect yourself, you have to protect the tank too.

https://www.youtube.com/watch?v=KK8JD-Li_0s&list=PLPN9QQmIzNX6QU2ANDg_FBbhLiAVHtg1_&index=6
Rhinos: This really isn't any different than cancelling without a tank involved but I feel like it was important to show you anyway. (And somehow I did better than the first time).

https://www.youtube.com/watch?v=1thIr6RnX10
Swineclops: This is arguably the most important mob you need to know how to cancel due to the infinite punches like I mentioned before. If your tank gets a perfect parry then you can chuck a little bit later since the sword's CD timer is shortened but don't chuck too late.
Note: I had placed a healing banner for us due to the fact that this guy is an absolute unit and I didn't want either of us to die while recording haha.

CAUTION: Do note that not all tanks know that you need to bounce aggro back and forth constantly during the infinite stage. I have been combo’ed to death from tanks just standing there while the swineclops does his infinite punches on me. As you can see in the video, once he starts the infinite on you, you can’t really do anything unless you can run away. A wise Forge player once said:
“Woodie can save you but he cannot save himself.”
Quoth ECS
Other Game Modes
If you feel like you've pretty much gotten the hang of Woodie you can try the custom modes. I recommend trying Woodie in these modes only after you are able to hold a boss with cancels on your own for extended periods of time. (Mistakes are allowed of course. Just try not to die heh). Most of these challenge custom modes heavily rely on cancels and running may do more harm than good. But don't let that scare you. If you can cancel in a normal game these modes shouldn't be a problem!
Hard Mode
If you've chosen Woodie for Hard Mode you must be pretty daring. Unlike any other game mode, Lucy will not return to you if you miss your target so be careful. If she falls into the lava don't panic, she will respawn. The demand to cancel mobs is very high in hard mode since the mobs become much more hazardous. There are some changes in which cancelling will be very important:

  • Pit pigs will now dash three times and will have a knockback effect as if you were hit by a boarilla with Stone/Grand Steadfast armor so try to cancel those if you can.

  • Crocommanders haven't changed a lot so you don't really need to do anything different for these guys. Just fight them like normal. Do note that they will spawn 4 banners now. Be sure to leave one intact or the crocs will spawn all four of them again. And they will continuously spawn pigs so focus on crocs first.

  • Snortoises will now all spin at once and circle a single target. When they do start spinning you can try to cancel the one you're currently attacking like in normal mode. It's usually not worth it to try to cancel any of the other spinning snorts since you could miss. (Or maybe my aim is just crap haha).

  • Boarillas are one of the mobs that if you don't cancel it'll affect the game later on. Boarillas will now leave sinkholes that last forever if they jump as well as leave behind little hills if they roll shown here. The hills go away after some time though. The sinkholes function just like the ones Antlion makes in Survival and will slow you down. You're going to need the area by player spawn untouched to cancel the boarilla in a different corner. Try your best to keep the boarilla from doing too much damage to the stage!



  • GFB: Now here is the real test of your cancelling skills. As well as a test of your patience. You're going to be in the player spawn with the main tank holding him for as long as you can. Don't worry about the pig wave, the healer and the mage will take care of it. This phase can last a long time so be prepared to hold the GFB without healing at some points. Cancelling every attack is ideal but the one that's the most dangerous now is his spin. GFB will now start to move around as he spins so he can do some serious damage if he does a full spin. And I'm going to be totally honest here. Most hard mode runs die here due to the sheer difficulty of this wave. Even if you and the tank do a perfect job things can still go wrong. So good luck!

  • Rhinos: Believe it or not, the rhinos in hard mode are a little easier than in a normal game. They don't need to be close to each other to buff so you're going to have to keep an eye on that. You're going to want to stand at one of the spawn points while the main tank takes the other. Hold your rhinos down and notify the team when it is bruised, indicated by the broken horn. Cancelling the buffs as usual is highly recommended. Keep in mind that when you cancel a buff it's only for your rhino and not both like in a normal match.

  • Swineclops: If you made it this far congrats and good luck! Swineclops is especially dangerous here due to the sinkholes he makes when he jumps and the fire that comes out of said sinkholes. You need to make sure you stay alive in order to draw Swineclops away after it activates the steam attack shown below.





    Prior to steam attack, you should be away from him at all costs while the main tank holds him. If they die to steam, which is very likely, throw Lucy as soon as he stops tantruming and lure him away. From this point forward you kind of just have to stay alive and pull Swineclops if/whenever the tank dies or targets another player. You technically could still fight him after this but it'll be way more dangerous due to the fire sinkholes. If you want to play it safe just lay low and let the tank do their thing or you can risk it and fight with them depending on the sinkhole placements of course.

    Caution: There is a possibility that swineclops will tantrum again since this steam attack is on a set timer once it's activated the first time.
Double Trouble
This game mode doubles the amount of enemies for every wave, hence the title. And every type of weapon and armor will be duplicated, except for the Heal Staff. (Two Fire staves, two Blacksmith Edges, two splint mail, etc). Nothing really changes for Woodie's role until the boarilla waves. The typical team setup for DT is: Winona (she'a almost always the main tank), Woodie (secondary tank/cancel), Wortox (second sword user), a Wilson, and two mages.

  • First boarilla wave: Treat this wave as if you were playing the second boarilla wave on normal mode. There will be two boarillas that spawn. Woodie will take one while the rest of the team handles the other. Hold your own boarilla as long as you can until your team can come help you finish him off.

  • Second boarilla wave: This is where things get really tricky, and sadly most runs tend to end here. Four boarillas are going to spawn here. Winona is going to hold two purple boarillas at once while you and Wortox will each take one red boarilla. Don't worry about the small mobs. Mages and DPS will take care of them.

  • GFB: You better be up to cancelling overtime because now there are two Boariors. One of the sword users is going to lead the second GFB away while the rest of the team handles the first. After the first is defeated rinse and repeat the process.

  • Rhinos: Nothing really changes here for Woodie's role. It's just like fighting rhinos in normal mode but twice. Try not to get caught in that revive loop!

  • Swineclops: Again, like every other previous boss wave, it's the same as normal mode, just fighting the swineclops twice now.

    When it comes to armor distribution, similar to normal mode, sword users are the highest priority. Winona must get one of the Grand Steadfast armors. Then it's up to debate on whether you or Wortox gets the second Grand Steadfast. It all depends on how confident you two are in your roles. It's best to plan this way in advance.
Glossary
Cancel: Using any special ability to stop an enemy’s attack animation, causing no harm to you or other players. For more detailed information see Cancel Culture.

Cooldown: Commonly shortened to CD. This is the amount of time that passes in order for you to use your special ability again indicated by an icon when you have a weapon equipped.

DPS: Damage per second. The category of Forge players that provide a lot of damage quickly. Dart users in particular.

Knockback: Called KB for short. This is how far you are pushed away from the enemy whenever it attacks you. It varies depending on your armor equips.

Lure: The act of drawing an enemy’s attention away from a particular player or area of the arena. Does not maintain aggro for long periods of time.

Main tank: The player who will be wielding the Blacksmith Edge and handling the bosses. They often take most of the damage. Commonly just called "tank" for simplicity.

Run: The act of distracting a mob and keeping its attention on you for extended periods of time. Only used on boarillas.

Secondary tank: The player, typically Woodie, who will support the main tank by aiding in boss fights and covering when needed.
FAQ
1. Why should you cancel instead of run?

It's better to be stationary for certain boss mobs or you'll end up endangering the whole team. The only exception is the boarilla. There is nothing wrong with running the boarilla in a normal Forge game if you would rather do it that way instead. Sure it's a little outdated but it's still just as effective. Either way, if you can hold your boarilla down and/or keep it out of the way you've done your job.

2. How do I know which strategy to use?

Just play around with it and do whatever you feel is the most natural. This is something that you'll have to do numerous times.

3. Why does Woodie take the boarilla alone?

This is to keep the big baddie out of the way so the rest of the team can finish off the small mobs without worrying about a boarilla charging up behind them. And if someone interferes they're not only endangering themselves but to the whole team as well especially if you're running them. And the last thing you want is to spawn the GFB early. The more damage your boarilla takes the sooner GFB will spawn. Sometimes NOT helping Woodie is the best way to help.

4. There are a lot more game modes than what you listed here. What about those?

I got all of that covered in part two!
Special Thanks and Credits
Huge shout out to who helped make this guide possible! You guys are awesome!

  • ECS
  • Epic
  • Twilight Sparkle


    Woodie: Thanks for reading, bud!

14 条留言
iceman 2021 年 2 月 5 日 下午 8:40 
:DSTtophat:
Rissa  [作者] 2021 年 2 月 5 日 下午 12:28 
@fame Hello there! I do wish the best for your channel/account but I would like to keep the comment section related to the guide. Thanks!
criminal 2021 年 2 月 4 日 下午 6:51 
Comment anything positive (signed by <your name>, +rep <compliment here>, etc) on my profile and I'll do the same within 24hours!
这个蓝瘦 2021 年 2 月 2 日 上午 12:05 
:0
Rissa  [作者] 2021 年 1 月 31 日 下午 9:02 
:)
Pombo Mutante 2021 年 1 月 31 日 下午 8:06 
Good guide
lacratriste 2021 年 1 月 31 日 下午 12:38 
Epic guide :reheart:
Rissa  [作者] 2021 年 1 月 31 日 上午 5:58 
I’m open to any and all feedback that I may have missed. Might not add it here (as the guide is long enough already) but I’m open to discussion. :)
Rice 2021 年 1 月 31 日 上午 12:48 
Yes I can finally learn to play woodie :)
Rissa  [作者] 2021 年 1 月 30 日 下午 12:07 
Woodie mains raise your axes!