On the battlefield, the factors that at first glance seem to be the least relevant may sometimes have the most influence. They are referred to as Footman in Chivalry 2, and this article will explain in great depth all there is to know about the Footman class in order to assist you in making effective use of the class.
The best tips for Footman in Chivalry 2
In Chivalry 2, the primary responsibility of the Footman class is to ensure that the other members of the team remain alive and in good health. It accomplishes its goals by healing allies and providing ranged protection. The Footman’s speed and health are both around average.
Although he lacks the speed and strength of the Vanguard and the Knight, he nevertheless boasts the most powerful support skills of any of the other classes. The Field Engineer, Man at Arms, and Poleman are the three categories that fall under the Footman umbrella.
With a maximum health of 150, a movement speed of 100, and 80 stamina, the Footman is a middle-of-the-road class with modest stats. Because of its balanced characteristics, the Footman is an excellent starting point for players who are unsure about which class to choose.
In the following guide, we have provided you with information on every conceivable hint that will assist you in realizing the full potential of the Footman class.
On the combat, healing is very important, but it also presents a number of challenges. Once engaged, the one bandage that is given to each player in Chivalry 2 will assist them in their delayed recovery from injuries.
On the other hand, the Footman has the ability to provide extra healing to the wounded friends and comrades. In addition, the bandage kit may be thrown to friends in order to provide them more healing if they have previously utilized the bandage that was given to them.
Because respawning may knock a player out of the fight for up to a minute at a time, it is imperative that you throw this item to a teammate as soon as you see the green cross appear over their head. This will be of great use to your group on the battlefield.
It is essential to be aware that the healing process will be halted if a member of your team has an injury while they are in the midst of the recovery process. During a battle, healing is an essential skill to have. The cooldown period for the bandage kit is reduced while you are healing comrades or picking them up, so if you see a teammate who is in danger of drowning, pick them up as quickly as possible.
You may attempt to force the attackers back with your polearm in the hopes that they will retreat before they can launch a devastating strike.
Keeping enemies at bay
The Poleman is the first subclass that may be selected for The Footman. The halberd, which is the longest weapon in your arsenal, will be the primary emphasis of this particular class. You should make use of this weapon to keep your foes, such as the Knights and the Vanguards, at a distance so that they are unable to attack you at the very edge of your range.
You may be of assistance to your team by using this identical approach, which entails holding back one of the opposing sides while you wait for your team to initiate combat from the other side. Footmen, particularly members of the poleman subclass, are well suited for the role of covering your flank, which is another essential component of the overall plan.
You may also utilize this tactic to perform thrust strikes between your teammates in order to do damage while remaining immune to the harm that your allies may deal to you in response. It is strongly advised that you form a coalition with a Knight or a Vanguard and maximize the utilization of your range by doing so.
Since you are the support for the squad, if you are at the very front of the battlefield when you meet an untimely end, all of the support capacity that the team has would be wasted. Maintain a position one lane behind the front line so that you may make advantage of your range while also providing assistance to those who want it.
Run to fight another day
When it comes to damage dealt, Knights and Vanguards may be quite lethal. Because of your position as a Footman, you are the most important assistance, but if the battle is lost, you will have no choice but to flee. When a footman is surrounded by his squad, he is at his most effective, but if you find yourself outnumbered and on your own, the best course of action is to flee.
Your damage is not that great either, which is why you will be rapidly mowed down when you engage in combat. Running is the most prudent course of action in the event that the situation calls for it, despite the fact that you should never abandon your comrades.
Proving first aid at the frontline
When you play as the Footman, you aren’t simply a regular medic like the other characters; instead, you get access to a large weapon as well as some light armor. You must continue to run in a straight path for a sufficient amount of time in order to activate your charge ability.
If you are playing as Poleman, your charge ability consists of just rushing about like a crazy person while aiming your pointed weapon at the other player. Even against more powerful foes, this skill has the potential to end the fight.
Then, when you see a battle taking place in the distance, dash forward to join the rest of your squad at the head of the pack, where you will be responsible for leading the pack weapon first. When you are in the thick of the action, it is important to maintain watch of your colleagues and to position yourself behind the knights and vanguards so that you may maximize the benefit of your reach.
The best weapons
The Footman prioritizes dexterity and quickness above everything else. Their choice of weapons allows them to move quickly in combat situations that are quite near. The fact that some of the Footman class’s main weapons do not provide enough damage is the sole negative that the Footman class has. The Footman may be quick and nimble, but he still has to watch out for his own safety when he is out on the battlefield.
The following is a list of some of the most effective weapons that may be used by the Footman class.
- One-Handed Spear
- Pole hammer
- Morning Star