Difference between revisions of "User:Jdavis/Swords"

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(Calibur vs. Brandish, armor and trinkets)
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Opinion: If you have already decided that you are going to craft either DA or GF, then choose the one that complements your other weapons' damage types; in the case of a tie, choose DA, because DA is as good as any elemental sword, whereas GF is not quite as good as Acheron.
 
Opinion: If you have already decided that you are going to craft either DA or GF, then choose the one that complements your other weapons' damage types; in the case of a tie, choose DA, because DA is as good as any elemental sword, whereas GF is not quite as good as Acheron.
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===Calibur vs. Brandish===
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Facts: These are 2-star swords, not 5-star swords. The 5-star versions of these swords do various kinds of damage (normal, elemental, shadow). The Calibur-style charge attack can hit several monsters up to three times, with large knockback. The Brandish-style charge attack hits one or two monsters once, with up to three additional, weaker hits.
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Implications: Damage type is a major consideration in choosing a sword, so these swords are not really comparable. People ask about these two swords only because they are similar in their 2-star versions.
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Opinion: If you are primarily a gunner or bomber who wants to own a single sword for all emergencies, then get a Leviathan Blade. If you are primarily a swordsman, then do not get any Calibur-line sword, but strongly consider Brandishes (to complement the damage types of your other swords). If you use a mixture of swords and guns, then strongly consider Brandishes (to complement the damage types of your other swords and guns).
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==Armor and Trinkets==
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There are three armor lines specifically for swordsmen. [[Vog Cub Coat]]/[[Vog Cub Cap|Cap]] protects against normal, elemental, and fire, and gives a sword attack speed increase. [[Skolver Coat]]/[[Skolver Cap|Cap]] protects against normal, piercing, and freeze, and gives a sword damage bonus. [[Snarbolax Coat]]/[[Snarbolax Cap|Cap]] protects against normal, shadow, freeze, and poison, and gives a sword damage bonus. Note well that the Snarbolax armor can be crafted only in the Shadow Lairs; it is not a good choice for your first 5-star armor.
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For the [[Royal Jelly Palace]], where most of the damage is normal and piercing, the best choice is the Skolver armor. For the [[Firestorm Citadel]], where most of the damage is normal and shadow, but there is also lots of fire, both Vog Cub armor and Snarbolax armor seem good. I have had far greater success with Vog Cub armor, because the shadow damage is easier to dodge than the fire.
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My recommendation to new players is that build a general-purpose armor set before building more specialized sets. Swordsmen should consider getting [[Ash Tail Coat]]/[[Ash Tail Cap|Cap]], and then upgrading one piece to Vog Cub, and then upgrading the other to Skolver. Swordsmen should also consider the combination of [[Divine Veil]] with Skolver Coat; this is probably the best general-purpose armor set in the game.
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The most popular shields for swordsmen are [[Barbarous Thorn Shield]] (normal, piercing, sword damage bonus) and [[Grey Owlite Shield]] (normal, elemental, and two statuses). Advanced swordsmen should also consider a shadow shield such as [[Crest of Almire]] or [[Dread Skelly Shield]].
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There are [[trinket]]s to enhance your sword attack speed, damage, and charge time. Coordinate these with the unique variants on your swords, the sword bonuses on your armor, and the Medium charge time reduction that comes automatically at heat level 10.

Revision as of 13:53, 28 November 2011

This page is an alternative to the Swordmaster Guide, focused on how to choose a sword for play in the Clockworks. Some of the advice here applies to player-vs-player, but some doesn't. I don't discuss fighting tips or anything like that.

Damage Type

Damage type is the single most important consideration in choosing a sword (or handgun). There are four types of damage: normal, piercing, elemental, and shadow. Each monster family is vulnerable to, neutral to, and resistant to certain damage types. Hitting a monster with its vulnerable damage type gives you about 20% extra damage; hitting a monster with is resistant damage type penalizes you about 80% of your damage.

Monster Family Vulnerable To Neutral To Resistant To
Gate Icon-Slime.png Slimes Shadow Elemental, Normal Piercing
Gate Icon-Gremlin.png Gremlins Shadow Piercing, Normal Elemental
Gate Icon-Beast.png Beasts Piercing Shadow, Normal Elemental
Gate Icon-Fiend.png Fiends Piercing Elemental, Normal Shadow
Gate Icon-Undead.png Undead Elemental Piercing, Normal Shadow
Gate Icon-Construct.png Constructs Elemental Shadow, Normal Piercing

Notice that all monsters are neutral to normal damage. This means that normal damage is general-purpose; it never incurs the 80% resistance penalty, but it never achieves the 20% vulnerability bonus either. A normal sword (particularly Leviathan Blade) is a good choice, for example, for a bomber who carries three bombs at a time, and wants a general-purpose sword as his fourth weapon, for getting out of sticky situations.

If you are into swords, then there is no particular reason to own a normal sword at all. Instead, you want to own a piercing sword, an elemental sword, and a shadow sword. If you have the weapon slots to carry all three, then do so; you'll deal huge damage to any monster. If you have only two weapon slots to fill with swords, then carry two of these three swords at a time. Before you enter a stratum of the Clockworks, examine the gate map, to determine which two seem most useful. Even with just two non-normal damage types, you can deal huge damage to 4/6 of monsters and moderate damage to the other 2/6; you're never dealing small damage. For example, if you have a piercing sword and a shadow sword, then use piercing on fiends, beasts, and undead, and shadow on slimes, gremlins, and constructs.

This same damaged-based advice applies to guns, and to mixtures of swords and guns. For example, a popular mixed setup is a piercing sword, an elemental gun, and a shadow sword. The reason is that guns are useful against turrets, and all turrets are vulnerable (gun puppies, howlitzers) or neutral (polyps) to elemental. The user carries all three of these, or just two at a time.

This damage-based advice doesn't quite apply to bombs, which are more idiosyncratic. But let's return to swords.

Sword Basics

Although damage type is the primary consideration in choosing a sword (or handgun), here are some other qualities to consider:

  • Different swords can actually feel different to the player — a charming feature of Spiral Knights. Some swords are much faster than others. The piercing swords have stabbing motions that take some practice, to aim correctly. Every player who is into swords should try a variety of feels. There is no particular reason to restrict yourself to one feel. I regularly carry swords of different feels, and have no trouble switching among them in battle.
  • Typically, slow swords have wide swings and long reach, so that they can hit multiple tightly packed monsters, while fast swords have small attacks that require close contact with monsters and rarely hit multiple monsters. The piercing swords, which are fast and long, are a notable exception.
  • Knockback is useful for defense, especially in crowded rooms. However, in a party you must take care not to knock monsters into your teammates. This is especially true for Leviathan Blade's and Divine Avenger's charge attacks.
  • All seven status effects — fire, freeze, shock, curse, poison, stun, and sleep — are useful to inflict on monsters, so consider weapons that inflict them. (There are a couple of tactical exceptions to watch out for, such as fire on oilers and shock on quicksilvers.)

Here is a summary of all of the 5-star swords: damage type, status effect, strokes per combo, and miscellaneous notes.

Name Damage Status Combo Notes
Leviathan Blade Normal 3 Great charge. Great sword for gunners/bombers.
Cold Iron Vanquisher Normal 3 Bonus Undead High. Great charge.
Dread Venom Striker Normal Poison 5 Terrible charge. Good against Jelly King.
Wild Hunting Blade Normal 5 Bonus Beast High. Terrible charge. Not as good as Dread Venom Striker.
Sudaruska Normal Stun 2
Triglav Normal Freeze 2
Final Flourish Piercing 3
Fearless Rigadoon Piercing Stun 3 Less damage than Final Flourish.
Furious Flamberge Piercing Fire 3 Less damage than Final Flourish.
Barbarous Thorn Blade Piercing 3 Same as Final Flourish, except in charge.
Combuster Elem+Norm Fire 3
Glacius Elem+Norm Freeze 3
Voltedge Elem+Norm Shock 3
Divine Avenger Elem+Norm 2 Great charge.
Fang of Vog Elem+Norm Fire 3 Great charge. Charge can set user on fire.
Acheron Shad+Norm 3
Gran Faust Shad+Norm Curse 2 Charge can curse user.

The guild Lancer Knightz is collecting data on the speed of various swords' combos, and hence how much damage per second they can do. Although raw damage per second is not the only consideration in choosing a sword, you might want to check out their data.

Sword vs. Sword

Remember that you want to own a piercing sword, an elemental sword, and a shadow sword. The direct comparisons in this section should help you make up your mind. In each case, I try to present the objective facts, followed by semi-objective analysis of the implications, followed by my subjective opinion.

Piercing Swords

Facts: Barbarous Thorn Blade's charge attack spews a shower of thorns, that damage several monsters moderately. Final Flourish's charge attack is basically a more powerful version of its regular combo; it lunges into one monster, damaging it heavily. The other two piercing swords (Furious Flamberge and Fearless Rigadoon) are similar to Final Flourish, but sacrifice some damage for the ability to inflict status effects.

Implications: These swords kill piercing-vulnerable monsters so quickly that there is usually not much point in also inducing a status. When used against a crowd, the BTB charge is a bit safer, because it disrupts the attacks of several monsters, while the Final Flourish charge attack can leave the user exposed.

Opinion: Final Flourish and BTB are equally good. Furious Flamberge and Fearless Rigadoon are less good.

Elemental Swords

Facts: The three elemental Brandishes (Combuster, Glacius, Voltedge) use a fast, three-stroke combo, while Divine Avenger uses a slow, two-stroke combo. The Brandishes do more damage per combo, and can execute more combos per minute, for a higher raw DPS. DA enjoys longer reach, a wider swing, and more knockback. The Brandishes can inflict status (freeze, fire, shock) on charge attacks. DA's charge attack does more damage and more knockback. While DA is charging or charged, the user moves at reduced speed; the Brandishes' charges let the user move at full speed. (I will not discuss Fang of Vog here.)

Implications: A Brandish combo offers more opportunities to dodge and shield than does a DA combo. Hitting fast enemies is usually easier with a Brandish than with DA. Against a single enemy, a Brandish does higher DPS than DA does. Against tightly clustered enemies, DA's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care, so this is not really a route to high DPS. DA's higher knockback aids defense in tight, crowded fights. Among the Brandishes, Glacius' freeze is useful for crowd control, Combuster's fire is useful for extra damage, and Voltedge's shock amounts to a compromise between the two.

Opinion: All are good. There is no clear winner here.

Shadow Swords

Facts: Acheron uses a fast, three-stroke combo, while Gran Faust uses a slow, two-stroke combo. Acheron does more damage per combo, and can execute more combos per minute, for a higher raw DPS. GF enjoys longer reach, a wider swing, and more knockback. GF's charge attack does more damage and more knockback. GF's charge can inflict curse on monsters, but it can also curse the user. While GF is charging or charged, the user moves at reduced speed; Acheron's charge lets the user move at full speed.

Implications: An Acheron combo offers more opportunities to dodge and shield than does a GF combo. Hitting fast enemies is usually easier with Acheron than with GF. Against a single enemy, Acheron does higher DPS than GF does. Against tightly clustered enemies, GF's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care, so this is not really a route to high DPS. GF's higher knockback aids defense in tight, crowded fights. GF's monster curse is useful against large enemies (Royal Jelly, lichen colonies), but small enemies do not usually live long enough for it to be useful. GF's user curse is dangerous; anti-curse armor and trinkets are desirable.

Opinion: Acheron is better against gremlins. GF is perhaps slightly better against slimes. Gremlins are more worrisome than slimes, so Acheron is slightly better overall.

Leviathan Blade vs. Cold Iron Vanquisher

Facts: Cold Iron Vanquisher does more damage against undead; Leviathan Blade does more damage against all other monsters. Levi's charge attack knocks back more than CIV's does.

Implications: Levi does higher damage per second in most regular attacks. The high knockback of Levi's charge attack is good for defense, but it can disrupt teammates when used badly. Against light enemies, CIV's charge is more likely to hit three times, because the enemies don't get knocked away from it as much.

Opinion: Levi is better in most situations.

Dread Venom Striker vs. Wild Hunting Blade

Facts: Dread Venom Striker can inflict poison; Wild Hunting Blade does more damage against beasts.

Implications: Although WHB does more damage against beasts, any piercing sword does far more damage against beasts than WHB does. DVS's poison is useful against most monsters — especially ones that heal, such as the Royal Jelly.

Opinion: DVS is better in most situations.

Divine Avenger vs. Gran Faust

Facts: Divine Avenger does elemental damage, while Gran Faust does shadow damage. Therefore DA does more damage against undead and constructs (and fiends), while GF does more damage against slimes and gremlins (and beasts). DA's charge attack does more total damage. GF's charge attack can inflict curse on monsters, but it can also curse the user. Contrary to the statistics bars displayed on these items, GF is not significantly faster than DA.

Implications: Damage type is a major consideration in choosing a sword, so these swords are not really comparable. People ask about these two swords only because they are similar and they are both obtainable from Jelly Gems.

Opinion: If you have already decided that you are going to craft either DA or GF, then choose the one that complements your other weapons' damage types; in the case of a tie, choose DA, because DA is as good as any elemental sword, whereas GF is not quite as good as Acheron.

Calibur vs. Brandish

Facts: These are 2-star swords, not 5-star swords. The 5-star versions of these swords do various kinds of damage (normal, elemental, shadow). The Calibur-style charge attack can hit several monsters up to three times, with large knockback. The Brandish-style charge attack hits one or two monsters once, with up to three additional, weaker hits.

Implications: Damage type is a major consideration in choosing a sword, so these swords are not really comparable. People ask about these two swords only because they are similar in their 2-star versions.

Opinion: If you are primarily a gunner or bomber who wants to own a single sword for all emergencies, then get a Leviathan Blade. If you are primarily a swordsman, then do not get any Calibur-line sword, but strongly consider Brandishes (to complement the damage types of your other swords). If you use a mixture of swords and guns, then strongly consider Brandishes (to complement the damage types of your other swords and guns).

Armor and Trinkets

There are three armor lines specifically for swordsmen. Vog Cub Coat/Cap protects against normal, elemental, and fire, and gives a sword attack speed increase. Skolver Coat/Cap protects against normal, piercing, and freeze, and gives a sword damage bonus. Snarbolax Coat/Cap protects against normal, shadow, freeze, and poison, and gives a sword damage bonus. Note well that the Snarbolax armor can be crafted only in the Shadow Lairs; it is not a good choice for your first 5-star armor.

For the Royal Jelly Palace, where most of the damage is normal and piercing, the best choice is the Skolver armor. For the Firestorm Citadel, where most of the damage is normal and shadow, but there is also lots of fire, both Vog Cub armor and Snarbolax armor seem good. I have had far greater success with Vog Cub armor, because the shadow damage is easier to dodge than the fire.

My recommendation to new players is that build a general-purpose armor set before building more specialized sets. Swordsmen should consider getting Ash Tail Coat/Cap, and then upgrading one piece to Vog Cub, and then upgrading the other to Skolver. Swordsmen should also consider the combination of Divine Veil with Skolver Coat; this is probably the best general-purpose armor set in the game.

The most popular shields for swordsmen are Barbarous Thorn Shield (normal, piercing, sword damage bonus) and Grey Owlite Shield (normal, elemental, and two statuses). Advanced swordsmen should also consider a shadow shield such as Crest of Almire or Dread Skelly Shield.

There are trinkets to enhance your sword attack speed, damage, and charge time. Coordinate these with the unique variants on your swords, the sword bonuses on your armor, and the Medium charge time reduction that comes automatically at heat level 10.

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