You got very lucky with "all trials active" in that those reavers didn't have promoted health bars, promoted damage, or start with full bars of health-bound guard - which come with the promoted trial.
Actually, from my experience with previous runs, those bruisers aren't too much of a problem even when promoted; you can combat roll through their whirlwind and it takes them time to change direction. Where I got seriously lucky was with the mages. Their mind blast is a OHKO, so it ends up devolving into a lengthy battle of attrition where you get a couple of hits in and then back out fast. I had one run where 3 of them were promoted, and it took about 5 minutes just to take those guys down. (And then got overconfident and Gurd wrecked me, of course.)
Been considering running through this game again as a Reaver on Nightmare but I don't wanna abuse dat Combat Roll cheese, any suggestions on what to replace it with?
Hmm, sorry, it's been so long since I've played that I can't remember the details! Off the top of my head, mighty blow might be useful, iirc with the right upgrades, it has no stamina cost after charging bull, so can be a useful opener for trash mobs.
Hi, the fextralife forums managed to salvage a lot of threads, including my build thread: fextralife.com/forums/t167034/2handed-reaver-warrior-build--ragenroll/ Hope that helps :)
Thanks :) I used a crafted chromatic greatsword with a walking bomb masterwork, master stamina amulet, and two superb crit damage rings. For this fight I actually changed my armour to a crafted superior battlemaster coat or mail, I forget which exactly, because otherwise Gurd's triple swipe was too much. Usually I use a crafted superior prowler mail with upgrades all to stack cunning. I aim for 50-60% crit chance.
+Gyargh Ah Yes, Im using the Chromatic with Walking bomb also haha! What defense stats? Like, I typically just go full out offense and utility. Maybe I should focus on some defenses so Im not running so much. Nightmare damage is insane.
+Ascari X Same, I always craft for damage; the best defence is an overwhelming offence :D This fight is pretty much the exception, I needed melee defence to help against Gurd's sword swipes, and magic defence to help against any promoted mages who just love to spam mind blast which will OHKO you otherwise. In general, offence > utility > defence slots, though if for example you need crit chance, then you may want to prioritise getting cunning from utility slots over attack from offence slots. If you're having trouble with damage mitigation, you could always try taking the sword and shield defensive passives - turn the bolt, bear mauls the wolves, and the other one I can't remember the name of right now... Alternatively, you could craft warrior armour if you want to preserve skill points, but this will make it hard to get a high crit chance.