![]() The final spell is accessible only to Harry. While it isn't recommended that you deliberately get close to enemies, it can sometimes be the best way to land a kill when surprised. Protego is primarily useful defensively, but at close range it can actually deal quite a lot of damage. It can only sustain a small amount of damage before breaking, but a new one can be cast easily if this happens, so don't hesitate to use it. Holding it down creates a shield in front of the caster. This is the primary defensive spell of the game. Perfect for weeding out enemies behind cover, or against bosses. The low rate of fire makes this ineffective as a primary spell, but should definitely be included in the rotation. The final offensive spell in the game, Impedimenta is very slow, but its homing projectiles are deadly accurate against all but teleports, and very powerful. Juggling back and forth between Petrificus and Confringo is one of the best ways to cheese your way through the tougher fights in the game. It's somewhat akin to a sniper rifle, with a low rate of fire, but pinpoint accuracy and almost impossible to dodge. This is a very powerful, accurate spell effective at all ranges, and capable of killing most enemies in one or two hits. This is balanced by a waiting period between each use. Confringo is a powerful spell and accurate over distance, and its arcing trajectory can even make it effective against partially covered enemies. Unfortunately, it has no effect if it misses its target, unlike a traditional explosive projectile where splash damage is still effective if it lands nearby. It's a slow but accurate projectile that, will explode with a good deal of splash damage if it hits its target. This is the closest thing you'll get to a grenade, but it really isn't. It's still subject to the same cool down period. It has a much higher rate of fire than Stupefy, deals more damage, and is more accurate over range. Once unlocked, this will likely replace Stupefy as your rapid fire attack of choice. ![]() Although it can stun enemies, it is not an effective offensive spell for damaging them. This is a tactical spell, capable of countering your enemies' Protego spells and leaving them vulnerable. It is neither very strong nor very accurate, but it's often the spell of choice for detonating explosive barrels. It can be fired rapidly, but it loses effectiveness over time and requires a cool down period. This is useful for hitting enemies hiding behind cover. Fire at them and they will explode like the traditional exploding barrels of other shooters. Torches, seemingly innocuous ornaments that light the way, are very deadly in this adventure. In this way you can rotate between your big money spells and keep the offensive heat on without having to sit around and wait. While one of your spells is out of commission you can switch to a new spell, and use that. Some spells need to recharge after a single use, others have a cumulative need to recharge, but all do so independently of each other. Managing multiple spells is the key to maximizing your offensive capacity. This is also true of your enemies’ attacks, and you will notice they need to rest their fire periodically, giving you an opportunity to get the drop on them. Once the game is completed this ability will be available in all Harry stages in Challenge Mode, and is useful when playing for the best times.Īlthough there is no need to “reload” as with a gun, spells with high rates of fire like Expulso and Stupefy will lose their accuracy and effectiveness after being used for a few seconds, and require a brief “cool down” period before they will be effective again. Late in the game, Harry will learn Apparate, which will effectively eliminate the need for careful negotiation of cover, as he can just teleport between them safely. Protego is important for this too, allowing Harry to deflect at least one attack during his travel between cover. Wait until enemies take a break from firing to move up and get closer. ![]() Particularly early on, before you have more accurate spells, traveling between cover is also important. Enemies do not have grenades or anything similar, so this is really the only way they can force you out of your location. You want to make sure enemies will not be able to run around and flank you, or ambush you from behind, forcing you out of your cover. The key is not only to get in cover, but to find a spot where you’re comfortable controlling the flow of battle. Cover proves very important, as the young wizards will fall quickly if they’re exposed to much fire.
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