Dragon’s Dogma 2 – Best Setup for Fighter Pawn

Fighter Pawn Setup Guide

Gear

  • Weapon: Dragon’s Dogma
  • Head: Subjugator’s Sallet
  • Chest: Stygian Omen
  • Leg: Vanguarder’s Greaves
  • Ring: Vehemence / Disfavor

Weapon deals extra damage with each hit, while not taking damage.

Skills

Cloudward is great for more than just flying enemies, as it seems to have very decent KD for what it is, and it allows fighters to actually hit weak points on bigger enemies with little effort. They also like using it on smaller enemies from time to time. Good damage, good KD, good for flying enemies, good for bigger stuff when pawns don’t feel like climbing. Very versatile.

Vengeful, in my opinion, is a no-brainer(at least on Calm pawns). It’s great for AoE and for single target. Hindsight, on the other hand, is only good for single target, requires pawns to time it correctly, and gets used waaaay too much when it isn’t actually applicable. I consider Hindsight to be great on an Arisen that can consistently time it well but not so great on pawns, as I’ve already explained.

Pummel is also difficult for me to remove from my pawn. I’m planning to experiment with Full Moon Slash some more, but I don’t anticipate it’ll outdo Pummel; the skill is just too versatile in comparison to the things that could replace it. The pawn doesn’t recoil, and it pretty much always sends human-sized mobs flying or knocks them off balance. Considering the late game assaults you with rattlers/saurians, it’s an amazing skill to have on a pawn as a general attack.

Riotous Fury will probably always stay for me. My pawn will occasionally use it against trash mobs when it’s extremely overkill, but it also works out great against saurians. She will also use it against bosses both to score some incredible KD and against weak points when things get knocked down. The offensive value, in my opinion, is too high to remove unless you’re going for something like a full tank build. This becomes doubly true if you enhance the ability to halve the stamina cost in NG+.

But let’s go back to your question of the best skills to have on a fighter. The answer is whatever skills suit your playstyle and your party comp(barring genuinely useless skills or skills that are too niche such as Launchboard).

If your pawn loves climbing big enemies and you have the means of dealing with flying enemies, then you can absolutely continue to use Gutting Skewer in place of Cloudward. Burst Strike is a skill I don’t really care for, but I’m certainly not going to tell you it’s bad or unusable; however, I personally do not see the point of using it in place of something else. It’s good for sending your pawn straight into an engagement to grab aggro(provocation and a ring of disfavor have such a wide range that this honestly isn’t necessary) and/or enabling your pawn to rush a ranged enemy that might otherwise keep them gridlocked.

My loadout generally consists of Riotous Fury, Cloudward Slash, Shield Pummel, and Vengeful Strike.

Contenders would be: Burst Strike(for the reasons mentioned above) and Gutting Skewer(for the same reason you’re currently using it).

Divine Defense and Flawless Guard are both good skills, but they’re more suited to a full tank build with a heavy emphasis on defense over offense. Divine Defense is essentially Vengeful Slash without an actual follow-up. An Arisen does a better job of becoming a true bulwark against a heavy onslaught, but pawns aren’t too shabby at it either. Flawless Guard gets spammed a bit too much for my liking, but my pawn was pretty good at using it to recover from stagger when assailed.

Augments

Endgame augment suggestion:

  • Exaltation
  • Mettle
  • Apotropaism
  • Dominance
  • Constancy
  • Provocation / Dynamism
Volodymyr Azimoff
About Volodymyr Azimoff 13531 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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