cater:
always stay at its center in brave stance with knuckles and fit backhand smashes on their weak spots whenever you have a chance to, in-between backhands regen pp with normal attacks
if you're center it should never do any of the moves they do if you're near the tail an none of its frontal attacks should hit you.
the only thing you have to watch out for is the spinning attack, when you see them about to do it, jump and alternate shift&normal attacks to float and dodge it, then come back down with a step attack and backhand it
vol:
1)
break its tail with Twin daggers and symphonic drive (wise stance), then switch to brave and backhand the head for a 1st stun (when it's stunned fit in normals to regen pp), break the horn (back hand) for a 2nd stun and then aim for the head again
2)
if you lack the damage to stunlock him, break the tail then aim for the horns starting from the one on its back (with symphonic drive). Re-break the tail it has time to fix it.
also if you use the pp regen photon blast on your mag, feel free to activate it immediately after breaking the tail
3)
if the fight goes well, you should be on your twing daggers whenever it can attacks, so you can always parry the hits
when breaking the tail, mind the double tail sweep (it screams and has a noticeable start up), on the top horn you're safe, on the head or head's horn watch out for fireballs ( it tilts its head back before spitting one)
banthers:
always focus the banshee till its dead
if you have the damage, backhand a claw to stun it and then aim for the head
if you don't have it, stay around their center mass (still in brave stance) and aim deadly archer for the (back preferably) claws to stun them and then aim for the head
when you're around their center mass none of their sweeps will connect
when you're at a distance, expect them to jump at you and strike down, they can do several jumps in a row even if they've already closed the gap to you (and they also have this sequence: jump-sweep-jump i think they tend to do that when their HP is low), and the hitbox is so outrageous that if you stand anywhere near the banther when it jumps, you'll get hit. The jumps are usually easily evaded with a step
their other attacks are predictable, dodge or dagger parry them
NB: symphonic drive sub 11 is weak, 11-15 is good, 16 is strong
Connect With Us