The Ghost of Tsushima Legends update introduces something new to the previously single-player game (and the update comes at no cost) with the implementation of a co-operative multiplayer element. The new update is an unsurprising success as players from all over the PlayStation 4 network flock together to try and conquer some of the game’s stiffest challenges yet. The choice of many solo aficionados will be the Samurai because he appears the most similar to Jin Sakai from the story.
This is nothing more than an illusion; the Samurai is actually a very complicated character that is challenging to master. Yet every gold medal group should have at least one good one, so the journey to mastery pays off nicely. This list is comprised of tips from players who have already conquered the toughest raids with the Samurai class, beginning with build decisions and ending with gameplay techniques.
10 Spirit Pull
By and large, the de facto choice for the Samurai class ability is the Spirit Pull. The cooldown is short and with healing so hard to come by, especially on two-player story modes, it’s a great default. Even at gold medal difficulties, most players, including the pros, stick with Spirit Pull.
A few will situationally use the Explosive Blade skill for the extra damage. When in a party with two or more Ronin that both use Healing Incense, enough healing will be available that the Samurai can focus on bonus damage and start to feel like one of those tough bosses Jin Sakai has to duel against in the campaign.
9 Samurai Unleashed
There is a consensus choice on how the first perk point should be spent. Perhaps some understandable temptation exists for those Samurai who go for the +10% option, but that’s a trap that doesn’t actually maximize damage or survivability.
The Samurai Unleashed perk decreases all cooldowns by 15%. It might not seem like much, but that takes the Spirit Pull ability down to just a touch over 30 seconds, making the primary tank even tankier. Even Jin Sakai’s amazing bag of tricks doesn’t give him access to something this strong.
8 Resolve Increase
There’s a stark difference between what a new player will pick and what a pro will pick for the second perk spot. New players should not feel bad for taking either the option of holding block to mitigate arrows or of increasing defensive windows at low health.
But arrows can be easily dodged by rolling and players can always just learn to block and parry better. So the best option here, after some practice, is the Resolve Increase, giving more license to use Hachiman’s Fury or Heaven Strike to deal with the Mongol threat.
7 What To Do With Perk 3
Ghost of Tsushima has plenty of problems that need to be ironed out, but nobody is complaining about having too many good choices. This perk point really has the pros split, but there is a certain selection to make depending on party needs, so just follow these guidelines.
Heavenly Strike is recommended for those who haven’t found a way to cut through shields yet (see next section) and who have the extra resolve to spare. Hachiman’s Frenzy does extra damage to two more mobs, which is nice in two-player modes or games without enough Hunters and Assassins. And the extra legendary item is good if the player has another solid item collecting dust.
6 Find A Water Weapon
Masters of the campaign all vocalize one, single, major frustration with the multi-player mode, and that is that there is only one stance accessible to players. Pro tips for the game demand switching forms constantly and that does not initially appear to be possible.
The stances are actually tied to the weapons in Ghost of Tsushima‘s Legend mode. The default is the Stone stance, but some weapons give access to Water, Wind, and Moon stances. Brutes and spearmen can all be dodged and attacked, but shieldmen are beasts. Prioritize water weapons above all else.
5 Equip Caltrops And Bombs
After drooling over the awesome sword kit possibilities, it’s time to move on to the ranged spot. The other classes in Legend mode have a lot more flexibility, but the Samurai class is expected to be in constant melee combat.
Ditch the bow and arrow, especially with four players. Partners can handle the ranged work, especially Hunters, but Samurai will not be able to line up arrow shots in the thick of combat. They can, however, use caltrops and bombs quickly. Some of these even provide additional healing on top of destroying and slowing local enemies, so they’re must-haves for this class.
4 Prioritize Survival Over Damage
The Ronin class can improve quality of life, but counting on one to heal all damage taken is a bad move. They’ve got cooldowns as much as anyone else and have their own management difficulties. On gold medal runs, even with fantastic gear, two or three hits is all it takes to take down a Samurai.
So leave the damage to the Hunters and Assassins. Charms and side items that give a boost to damage should yield ground to options that allow for more resilience and better survival. Remember that Spirit Pull does damage just by being alive, so stay alive.
3 Strike First
One mistake beginner and intermediate groups make is to let the Assassin or Hunter make the first strikes. Most gold medal groups know better. Though those two classes do better at striking from stealth, the enemy units around the first victim will naturally seek out the attacker.
Groups cannot afford to be trying to re-engage the enemies onto the Samurai constantly. The “aggro” should be primarily on him whenever possible, so make the first move. This also benefits the Assassins and Hunters even more, since they can keep killing from stealth for longer than just the first unit.
2 Take Attention, Not Damage
There is no traditional “tank” class in Legends mode. Jin Sakai might feel like he can take on any video game character, but even he avoids damage whenever possible. Keeping focus and taking damage are not mutually exclusive.
The easy advice is to just “learn to play” better with dodges, blocks, and parries, but that’s not always possible. In a tight spot or when multiple enemies gang up at once, run around but not out of eyesight. Keep out of reach and let Spirit Pull get back off of cooldown, heal up, and then re-engage.
1 Save Hachiman’s Fury
Hachiman’s Fury is such a fun ultimate that it’s heartbreaking to even give this advice. The devastating damage to three (or five, depending on perk choices) enemies can seem like a burning hole in the pocket after three resolve points are achieved.
Assassins and Hunters have ultimate attacks that dispatch minions very quickly, but what makes the Samurai different is that his ultimate does more damage to high-value targets. So Hachiman’s Fury should be saved until a boss fight happens; even on gold medal difficulty, it can reduce the time spent against these foes by half or more.
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