Scourging Whip pulls and stuns enemies in front of Mark. Swirling Staff knocks enemies away. Together, they give him opposite ways to change a group's position. One brings the fight into reach; the other can create space when remaining close stops being useful.
The common player recommendation is to gather enemies, use the whip, and attack while the group is controlled. The adjustment for learning is not to gather so many that a missed or mistimed ability ends the run. Start with a group you can still manage if the setup isn't perfect.
After the pull, look at the enemies that weren't caught. Something outside the controlled area can still interrupt your plan. That is the reason to avoid treating a successful stun as a signal to ignore the rest of the screen.
Swirling Staff can separate you from survivors. Use that separation deliberately. If you're trying to escape, move into the space you created. If you're planning to attack again, check the next angle before re-entering. Pushing enemies away and immediately rushing back without looking can undo the benefit.
Vault adds an offensive movement option later, while Guardian's Rage changes his attack pressure. Neither makes enemy behavior irrelevant. Against a boss, don't assume the pull-and-stun routine that worked on a normal pack will work the same way. Watch how that target responds, use openings you can identify, and keep a reliable way to leave close range.
Scourging Whip pulls and stuns enemies in front of Mark. Swirling Staff knocks enemies away. Together, they give him opposite ways to change a group's position. One brings the f…
· Games / Children of Morta