User talk:Addisona

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This is temporarily being used to make a new page for my guild.

I wrote this on a forum and felt that I should post it here as a rough draft for a vana guide:

Ohkay.... defenses aren't that important really. They DO ADD SOMETHING but are always trumped by bonuses, with the exception of mad bomber (damage VH for massive status weaknesses). Generally, fire and normal protection and normal protection are the most important. At first, when you have little experience with slags, shadow is important, but it becomes much less so later on. Elemental is helpful, too.

Shields? Anything goes, really. If you're breaking a 4* or 5* shield in the clockworks, you need to start rethinking your play style (with the exception of laggy players who can't help it).

Weapons? You want elemental damage for the FSC, only thing that it doesn't hit is oilers. HOWEVER for vana, the easiest strategy entails some blitz needles (strike or plauge needles work too) and a shivermist, though I don't do this anymore since it's boring (talking body phases. Oh, and this is the SAFEST method, not the fastest.)

1: Throw a freeze vial at him to start it off, giving the shiver a moment to run in and bomb him. While he's conveniently stuck, everyone else should busy themselves with eliminating the spawns. Once all of the zombies are dead, sync up using charges on the blitz needle while the shivermist continues to freeze him in place. Always hit him from the back. If you do not have a blitz needle for this phase, use your highest DPS or damage per charge weapon (nothing that does shock though) to hit him, but only while the blitzes are actively firing.

2: This time just start it off by dropping a bomb near the center of the stage where he marches to. Kill the spawns, then repeat what was done in the previous phase. This time, if you don't have a blitz, throw water at the fire balls circling (they block bullets) at the same time you would have hit him in the previous phase. Don't melee him, even if the balls are all down. They respawn without warning.

3: Trickier. This time the spawns are actually dangerous. Shiver freezes from the right side, attempting to freeze the slag on spawn as well as vana, killing two birds with one stone (no guarantees though, due to patching a month or so ago). Be ready for him to charge you, and if he does, get him to charge back in to the freeze radius and get him on the rebound (or whichever rebound you succeed on). The blitzes, etc, should all line up their most powerful charge on the left slag. One blitz should fire a charge off a touch before spawn so as to interrupt the monster's rotation, making it so that you don't get charged. If he's not dead yet, aggro him up and down the left side, hitting him when he pauses to complete his attack. Then go back to killing vana like the other stages, don't unfreeze the other slag guard.

Other notes: freeze vials are get out of jail free cards for if vana breaks loose; throw one and reset to frozen state. Poison vials will increase damage. The shivermist is the most important party member, do not let them die. Also, don't lead your slag guard into them. The shivermist should stand a suitable distance away so as to not get hit by fire balls but still freeze vana. On phase one, they should stand far enough away so as not to unfreeze vana with the bomb's blast.

Okay, I'm done writing, hope that helps. I'd edit it for typos, but I don't wanna write any more.

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