Xcom 2 Hunters Axe

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Hunters

In the new XCOM 2 DLC one of the new weapons is a Hunters Axe, one option allows you to throw one of the axes at an enemy. If you do this, do you get the axe back or is it lost forever? When I first got it the message said it was one of a kind and could not be built again. XCOM 2: Alien Hunters DLC - Bolt Caster to Shadow Keeper - Gameplay. We show off the Bolt Caster, Hunter's Axe and more from the XCOM 2: Alien Hunters DLC. How 2 kids are building a better.

XCOM 2 released earlier this year to, but since it's very much the kind of game you grind away at, playing again and again as you try to conquer more challenging difficulty settings, the fight against the alien occupying force can lose a little bit of its luster. Though XCOM 2 does a better job than its predecessors of mixing up maps, mission types, and enemies to offer you a variety of experiences during the game, there are still limits to the content available in the base game.But now XCOM 2 has started rolling out official DLC (available individually or as part of its season pass).

The first pack available, consisted of a wide variety of cosmetic options. Though there were more than 100 new options available for your soldiers, there was some disappointment in the fan community that nothing in the pack actually changed up the gameplay.That's not the case with Alien Hunters, the second DLC release for XCOM 2. Though it does include some new cosmetic options, the primary focus of the new content is on a collection of ultra-powerful unique alien kings and queens, the weapons you'll need to fight them, and the armor you can make from their filthy alien hides. The main selling point for Alien Hunters is the introduction of a new set of Ruler aliens, which enter your game after you complete a new story mission that's tense and well designed.

The story surrounding the rulers involves Central, your right-hand-man on the Skyranger, tracking down clues surrounding technology and staff from the 'original' XCOM project (depicted in the 2012 game).The highlight of the DLC is probably this initial story mission itself, as the chance to actually take control of Central (a totally bad-ass Ranger) in a mission involving unknown enemies becomes a highlight of the game's opening third. Over the course of the mission and subsequent Ruler introductions you meet genetically engineered kings and queens of various alien races. All of the new alien Rulers are tough as nails, primarily because they have enormous life-bars and are able to take special Ruler actions which allow them to move or attack in between the actions of your various XCOM soldiers. Not being able to act with all of your soldiers before the Ruler gets to do something throws all your normal strategies out the window. They'll close the distance before you're ready, attack before you can get soldiers in proper cover, and generally just ruin your day. And, once you've started the Alien Hunters DLC mission, these Rulers can show up randomly in other missions.

And when they do, your new mission immediately becomes: KILL THAT THING.The Rulers function as interesting mini-bosses, though their tendency to try to run away before you can kill them gets a bit frustrating. Killing a Ruler allows you to make a unique suit of armor from its hide that grants powerful special abilities, as well as panicking the associated race of aliens whenever your soldier wears that armor into battle. Killing the Rulers is a tall order though, as fights with them tend to follow a pattern of the Ruler appearing and killing a soldier or two, then trying to make a break for it once you start to get a handle on the situation. If you can't kill the Ruler before it escapes through a portal it will live to fight another day. Fortunately, your hunt for the Rulers gets a little bit easier if you have soldier equipped with some of the new weapons introduced by the Alien Hunters DLC. The weapons actually show up before any of the Rulers themselves, quite early in the game, but since each is unique and can't be replaced if lost in battle you'll need to be brave or reckless to give these powerful items to fragile early-game soldiers when they aren't absolutely necessary.The new weapons are 'relics' of previous XCOM technology, and a couple of them are designed to aid your task of capturing and killing the alien Rulers. The Bolt Caster rifle is a powerful option that can deal high damage and stun enemies (and Ruler aliens in particular are more likely to be stunned by it), and the Frost Bomb is a new grenade that flash-freezes enemies rather than doing damage.

If you can time it right you can chain these weapons (along with other disabling abilities and high-damage attacks) to stop a Ruler from getting to its escape portal.The other two new weapons introduced, the Hunter's Axe and ShadowKeeper pistol, are less about disabling than they are about just being awesome. The axe can be thrown as a free action by a Ranger wielding it, doing high damage at range, while the pistol automatically hits and, if it kills, puts the attacking soldier back into stealth mode.The unique nature of these new weapons combined with their clear power makes for a new and interesting tension as you play XCOM. Having the weapons perpetually in the field increases the power of your units but also makes you vulnerable to a disaster that will cause you to lose the weapons forever.Of course you could always just reload if something bad happens. But we both know that will make you feel dirty. New appearance options. Alien Hunters doesn't offer anywhere near the number of appearance options as Anarchy's Children, but the theme is nice.

Xcom 2 Hunters Axe

The new options are focused on the look and feel of the aliens themselves, and allow you to select from alien patterns and textures, ADVENT helmets, and mostly-gross facepaint in the style of your different alien foes. The new helmets were my favorite bit of the new appearance content, as they allow for fun new possibilities like fielding a team full of ADVENT lookalikes in garish colors.If you manage to actually kill an alien Ruler and build one of the unique suits of armor, you'll find that the reward was worth the challenge. Besides just looking grisly and awesome, each suit gives you a powerful ability (freezing bullets for the viper, a rage attack for the Berserker, and flight for the archon). Probably the best thing about them, though, is just how purely satisfying it is to wear one into battle and panic your enemies. Though vipers are unlikely to be much of an issue by the time you are wearing the Viper King's skin, the chance to frighten berserkers and archons is much more useful.Finally, Alien Hunters adds a new trophy room to the Skyranger, which gives you a chance to stare at mounted alien heads and disabled robots and review how many of each type you've killed.

It's a nice counterpoint to the ship's memorial, and watching the room fill up over the course of a game adds another entertaining way to monitor your progress.Overall, Alien Hunters feels like it does a lot to add variety to XCOM 2 without adding a great deal of new content. In contrast to Anarchy's Children, which added a lot of stuff that didn't really do anything, Alien Hunters adds a few highly polished, well-designed new enemies, weapons, and armor, and each one makes a big impact on the game as a whole. I wouldn't recommend Alien Hunters for someone's first playthrough of XCOM 2, but if you've already beaten the game once this new DLC offers a great way to mix things up.Alien Hunters is.

Imprints (Normal)Imprints (Uncanny)Imprints (Lost)Damage0100250Requirements & Scaling9D8E0-0Dn/aHunter Axe is a in Bloodborne.Hunter Axe Description'One of the trick weapons of the workshop, commonly used on the hunt. Retains the qualities of an axe, but offers a wider palette of attacks by transforming. Boasts a heavy blunt attack, leading to high rally potential.

Axe

No matter their pasts, beasts are no more than beasts. Some choose this axe to play the part of executioner.'

R+098-100100DE-D75+1107-100100DE-D80+2116-100100DE-D85+3125-100100DE-D90+4134-100100DE-D95+5143-100100CE-D100+6152-100100CE-D105+7161-100100CE-D110+8170-100100CD-D115+9179-100100CD-D120+10196-100100BD-C125Move sets & VideosResults from testing on an unarmored level 120 character with a +10 Hunter Axe with gems. Numbers are rounded to the nearest 100th.

MoveDamage Type & ModifierStaminaEffectR1 Combo1.00x, 1.00x, 1.10x, 1.20x25A four move combo; starting with raising the ax overhead but striking from right to left with a slight downward diagonal, then a downward vertical attack moving slightly left to right, followed by another horizontal slash from right to left with less of a downward elevation change, and ending with a vertical attack similar to the second attack but terminating in the ground.Quickstep R10.95 x25This weapon has unique animations for almost all quickstep directions. All are fast slashing motions that vary only in the direction of the attack. Quickstep to the left or back and the animation is horizontally left to right. This is reversed for a right quickstep. A forward step is an upward vertical slash that drifts somewhat from right to left as well.Backstep R10.95x25The ax is brought back for a short windup and thrust forward quickly using the point at the top to strike rather than the bladeDash1.10x35 (+run)The character takes a couple of short fast steps and slashes horizontally from left to right. This attack is quite fastR2 Attack1.35x45The character pulls the ax behind him for a windup animation which is followed by the ax being raised overhead and slashed into the ground.

This does not have a combo, with each attack having the exact same animation and a very brief reset between animationsCharged2.00x75A very similar attack animation to the standard R2, except the windup animation continues further behind the character's back.Backstep R21.30x45This attack is very similar to the standard R2, but has a short and fast step forward with the right foot followed by a longer step with the left to advance toward the enemy. The windup animation is slightly changed, but fundamentally the attack is the sameDash R21.45x60 (+run)On the surface this attack seems to continue the trend of nearly identical downward slashes with R2.

However, this attack very slightly shortens the windup animation and does not bring the ax smashing into the ground, instead grazing the ground on its way to the left side of the character's bodyLeap1.40x60This attack continues the trend of nearly identical downward vertical slashes that result in the ax smashing into the ground. This attack has the windup begin as the character leaves its feet and the ax falling as the feet touch the ground again.Transform Attack1.10x30 (+x)The weapon is brought somewhat behind the body of the character and the handle pulled out to extend using both hands.

Xcom 2 Hunters Axe Gone

The now polearm sized weapon is thrust forward and up. This occurs on the right side of the characters body, but a variant of the same attack can occur on the left following some actions (R1 then L1 for example).

The variant on the left side does not angle upward to the same extent during the thrusting animation. MoveDamage Type & ModifierStaminaEffectR1 Combo1.05x, 1.15x, 1.05x, 1.15x, 1.20x2732A four move combo featuring; a horizontal slash from right to left, a downward vertical slash, a thrust forward using the tip of the weapon and finally a horizontal slash from left to right. The horizontal slashes can be effective for hitting enemies to the side, but the follow up vertical attack and thrust attack will allow enemies that weren't finished off to crowd back in. The combo is best used when facing one opponentQuickstep R10.95 x25Quickstep attacks from each direction result in a quick step forward and lunging thrust attack. The forward and right variants have the polearm to the right side of the body and the left and back quickstep are on the left side of the body.

There is no functional difference with this variation.Backstep R11.00x25The character takes a single large step forward and uses the reach of the weapon to advance back to the enemy. This is in contrast to other weapons where the backstep R1 utilizes a couple of steps or a hop to engage the enemy. The polearm is swept from right to left in a mostly horizontal path.Dash1.15x35 (+run)A forward thrust that looks much like the quickstep R1. The animation is a little slower and does not lunge forward as prominently as those howeverR2 Attack1.37x50The weapon is brought behind the player to the left hand side and swept up into the air to be brought down in a vertical strike that smashes into the groundCharged1.30x100The windup from the standard R2 is extended further behind the body and brought forward in a horizontal sweep from left to right.

The character uses the polearm momentum to spin around resulting in an attack with a 360 degree arc of potential damage. This also ends with the left hand coming off the weapon and the right hand continuing the swing all the way to the right side of the character again. The end result is actually a 450 degree arc with enemies directly in front and to the right possibly being struck twice.L21.25x, 1.25x, 1.35x45This can be a three hit combo provided you have plenty of stamina. The first is a horizontal sweep from right to left, followed by another left to right. The second sweep also moves at a slight diagonal from upper left to lower right.

The third attack has the character spin and raise the polearm overhead, bringing it down to the ground in a vertical smash. Each attack will have a delay between it. The first two attacks have incredibly wide arcs that excel at keeping enemies to the side away from you.Backstep R21.10x60A fast windup to the left and behind the player results in a horizontal slash from left to right.Dash1.50x60 (+run)This attack looks much like a mirror of the standard R2, with the polearm being brought to the rear, raised up and smashed down vertically. The difference between the attacks is mostly in animation with this strike occurring on the right side of the body.Leap1.35x60A similar attack to the standard R2, except while leaping forward to gain ground on an enemy.

The windup animation is cosmetically different in the angle that the weapon is held, but is functionally the sameTransform Attack1.20x30 (+x)The polearm is swung in an arc behind the character while collapsing the handle down. The now shorter ax is brought down in a vertical slash with both hands, terminating in the ground. There are variants of this attack on both sides of the body, depending on the action taken prior (R1 leads to right side of body, backstep on the left). First weapon in the game, best weapon in the game. Obviously, cases can be argued for many other weapons to be 'better', but I just tonight finished my first playthrough (all bosses excluding some chalices, including DLC) and this weapon is what brought me the most victory. Every time I got some new weapon I'd go to play around with it, and usually find it lacking in one way or another.

Leveling different weapons and putting my best gems on it just to make it a fair assessment, they still fell short. This weapon's best strength is that it combines a nice middle ground mix of several important factors. It swings rather fast for a strength weapon (if not quite fast enough to qualify as a 'quick weapon'), and more importantly it has amazing stagger and rally. This all adds up to a fairly fast, high damage weapon with some of the best mistake forgiveness in the game.

Really it's the rally, especially combo'd with the stagger (and enough speed to chain it) that make this weapon, more so than it's damage. Naturally some weapons are necessary for some encounters. Need something to stab through a wall? Go with Ludwig's Blade. Need a quick weapon to stagger Maria easier? Many options, but if you're building strength for this axe, ludwig or whiligig work great.

But plenty of times I only ended up beating a boss because I switched back to this weapon. Like freaking Vicar Lawrence. Was using ludwig for the range, eventually just fought with the transformed version of this weapon. Faster swings, more rally, finally beat the bastard (and I struggled on him for a while). Orphan of freaking Kos!

Thing's quick enough to get a blow in after a dodge, staggers him, and often heals up if I had to trade a blow with him! Seriously, now that I've beaten the game, I'm tempted to start a new game instead of going NG+ just to see if I can beat the game without using this weapon, since this weapon was pretty much easy mode. Kept me safe from beginning to end. 'It's been heavily debated by the fanbase whether the transformed mode is a halberd or poleaxe.' I haven't seen anything about this in the comments, but I'll give it a shot.

Xcom 2 Bolt Caster

Given that halberds tend to have backwards-facing blades and very long spikes, making them poorly suited for powerful chopping attacks, this doesn't really seem to be anything like a halberd from what I can tell. It seems to be a polax with an oversized head. The head of a polax has to be small in HEMA in order to make the thing usable. Fantasy weapons are often oversized on the excuse that the wielder is superhuman, and in Bloodborne things are no different.

This is basically like a really big Dane Ax with a longer shaft and a little spike on the end. So yeah, a fantasy polax. The Furnace buildWanted to make a build centred around the hunters axe. Bl100 50vit, 26end, 9str, 8skl, 5bld, 50arc.

Lead elixer, bone marrow and oil urns are this items needed to become 'the furnace' The hunters axe has the highest health regain of all the weapons, pair this with lead elixers and you could quickly turn dumber co-op gankers to a crisp. Oil urns are needed to make the weapon do good damage though with 50 arc it will never be underwhelming. With bone marrow and a hit oil urn the flamesprayer will kill low vit opponents in seconds. The two weapons in the back are hunters pistol and a fire saw cleaver. These two weapons will be equip with high lv hp regain gems, the pistols damage is essentially non existent anyway, the cleaver would be used very rarely.

Any advice would be loved. I've finished making my 110 builds and want to make some REALLY fun 100 builds. Thanks for reading:).