| abstract
| - A good strategy while dueling the Arishok is to keep moving. Moving in a figure eight pattern around the two columns in the room is particularly effective. He attacks slowly, but hits very hard and damage extends beyond his weapons. Damage can actually follow a player beyond the normal weapon range or strike path. The best strategy is to move in front of him, and as soon as he starts to attack, move 45 degrees from his front. His attack will miss and allow for a few attacks or an attempt at a stun free from damage. Another strategy is to stand a distance from him and let him come to you. This enables you to pause, and then move just before he reaches his strike activation distance, so that you can be beside him as he begins his swing. This precision increases the likelihood of avoiding impalement, but the move must be adjusted as his potions increase his strike activation distance. When he bows and a white dust cloud appears at his feet, move to the side several steps to avoid the coming charge and then run parallel to his charge path to be near the point of impact for a counter-attack. A dodged charge will usually leave him running into an obstacle for a couple of seconds which can provide the best counter-attack windows in the duel. The dog sometimes becomes a charge-stopping obstacle. The Arishok occasionally stops his charges short of hitting a wall. He has at least three potions, which he'll use when his health drops to 50% or lower. Players with very good twitch skills can interrupt him with a stun, and on lower difficulty levels it's possible to kill him fast enough that he doesn't get a chance to use them. Otherwise, consider his health bar to be twice as long as it looks. After each potion the Arishok begins his attacks from a slightly greater distance, which requires a timing adjustment of the 45 degree movement toward his back. After the first potion, Arishok will begin the occasional use of his impale and 360 degree spinning attacks. Impaling deals dramatic but relatively low damage. However, it leaves you on the floor at his feet and vulnerable to a follow up attack. Avoiding this attack requires perfect timing if you use melee. As the attack lacks the harmless pre-strike weapon movements that the other attacks have, there is no extra time to leave the attack area once an impale has begun. If you avoid an impale, the Arishok will fall on his face leaving a counter-attack window. Once a successful impale attack is finished, you must flee or attempt a stun attack as soon as, or even before, you recover, as he will often follow up with his spinning weapons attack. His spinning attack is impossible to avoid in any direction at close range, but this attack leaves the greatest counter-attack window of any of his weapons attacks. It is indicated by wind/dust movement around his weapons areas as soon as he beings to swing. In addition to following a successful impale with this attack, the Arishok tends to use it at some point when he occasionally decides he’s had enough of the dog and focuses on it.
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