Shotguns greatly complement the archetype’s skillset as it’s now common to run around with a good melee weapon and a shotgun as an Enforcer. It’s also rather difficult to keep your distance against an Enforcer thanks to their passive, and when they do get close, they can charge in to silence yo, crippling you even further.Īgain, the Enforcer is at their deadliest in melee to short distances. Flesh of Marble has so many applications that, if used right, puts an Enforcer player in an advantageous position. Enforcer final thoughtsĮnforcer is undoubtedly one of the strongest archetypes in the game right now. Survivor - regenerate from a downed state 20% faster. Sanguine - Starts with 2 Sanguine blood resonance. Nobility - reduces bloodhunt durations by 50%.
Melancholic - Star with 2 Melancholic blood resonance. Marshal - Gain double blood resonance but bloodhunts last twice as long. Knight - Start with 50 armor and a spare. Juggernaut - Heavy landing now deals 25 damage.
Impervious - Immunity from the red gas for a short duration after entering it.
Here’s the full list of perks available for the Enforcer.īandolier - Start with extra ammo and ammo capacity. You can even go with Melancholic to lessen your Flesh of Marble’s cooldown reduced at the start of the match, go Warrior to start the game with a melee weapon, or Juggernaut to make heavy landing do damage. When it comes to the Enforcer archetype, you should consider perks that compliment close range encounters. Perks in Vampire: The Masquerade – Blood Hunt feel like it aims to support a specific playstyle. Yet another good option to have as Enforcers focusing on melee damage is hard to deal with. The Blood Resonance that increases your melee damage by 10%/25%/50%. Also, as an Enforcer you’ll mostly find yourself in point blank to short range, so definitely worth picking up when you get the chance. With Sanguine maxed out, you can easily heal yourself to full with just a blood syringe and Sanguine doing its thing in seconds. The Sanguine blood resonance gives players a passive health recovery of 1/2/4, and this is one blood resonance you can never go wrong with as a passive health recovery is always a good thing to have. It also feels good using Flesh of Marble multiple times during a skirmish. With how strong this ability is, maxing this resonance as soon as you can is ideal as you’ll want this to be available as soon as possible. With the Melancholic blood resonance, an Enforcer can decrease the cooldown of their Flesh of Marble skill by 10%/25%/50%. With how this archetype plays, it would be best to reserve your blood resonance slots for others. This is one resonance I don’t suggest picking up early on as the current cooldown of Unyielding Charge is at a reasonable spot even in endgame scenarios. The Phlegmatic blood resonance will reduce the cooldown of your Unyielding Charge skill by 10%/25%/50%. In Vampire: The Masquerade – Blood hunt, a player can have a total of seven (7) Blood resonances slots, meaning, a player can only max out two of the three blood resonances available to a player.
The passive also informs Enforcers if a player enters your passive’s radius. A solid passive best for when you’re in the hunt to finish a player off as this archetype makes it slightly hard to disengage. Subjugating Presence is a passive ability that slows down players near the Enforcer. A fantastic ability to safely get in close or give you time to get your composure if you find yourself abused by another player. Be warned though, shooting or doing another skill will cancel the ability. This is probably one of the strongest abilities in the game as being immune to damage at the right time can really throw off your opponents. You can dash away to get more distance if needed or use the dash to cripple a player that decides to fight in melee range by reducing his/her options.įlesh of Marble is a vampiric power that allows the Enforcer to be invulnerable to damage for a few seconds. This is the Enforcer’s only skill that provides mobility but it that can be used either offensively or defensively. With the Unyielding Charge, an Enforcer can dash forward dealing moderate damage to a player and silencing them for a few seconds, which prevents the player from using their vampiric powers.