Difference between revisions of "Crescent Phoenix (Guild)/Zenith's Guide"
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+ | ==This Guide== | ||
+ | Welcome to my outrageously long guide to essentially every weapon and gear worth considering! It's, in fact, so long that there's an edit warning because some browsers may have issues because it's too large. Enjoy! | ||
+ | |||
==Damage== | ==Damage== | ||
− | Okay, so. There are 3 types of specialized damage, which | + | Okay, so. There are 3 types of specialized damage, which I will refer to as simply damage types, and Normal damage. The damage types are elemental, shadow, and piercing. Each damage type does extra super duper awesome damage to 2 families of monsters. Each damage type is also neutral to 2 families of monsters. Furthermore, each damage type is weak against 2 families of monsters. For example, elemental does a lot of damage against a construct, okay damage against a slime, and not very much damage against a gremlin. |
==Monsters== | ==Monsters== | ||
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{{:Damage/Monster resistances}} | {{:Damage/Monster resistances}} | ||
}} | }} | ||
+ | ==Weapons== | ||
==Swords== | ==Swords== | ||
Specializing in Swords can be fun, as you can do a lot of damage quickly. However, it's also easier to get hit and take damage | Specializing in Swords can be fun, as you can do a lot of damage quickly. However, it's also easier to get hit and take damage | ||
− | + | ||
===Control Scheme=== | ===Control Scheme=== | ||
Recommended Control Scheme for a Swordsman | Recommended Control Scheme for a Swordsman | ||
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====Fast Swords==== | ====Fast Swords==== | ||
Fast swords tend to have a very high rate of attack, but lower damage per hit. | Fast swords tend to have a very high rate of attack, but lower damage per hit. | ||
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=====Cutter Line(Normal)===== | =====Cutter Line(Normal)===== | ||
− | |||
Low damage, but an incredibly fast combo. A good sword for T1 and T2, but at T3 the extremely aggressive playing style requires a good deal of skill to use without dying excessively. | Low damage, but an incredibly fast combo. A good sword for T1 and T2, but at T3 the extremely aggressive playing style requires a good deal of skill to use without dying excessively. | ||
The cutter upgrades into the Wild Hunting Blade, or WHB, and the Dread Venom Striker, or DVS. The WHB has a damage bonus against beasts, while the DVS can poison enemies | The cutter upgrades into the Wild Hunting Blade, or WHB, and the Dread Venom Striker, or DVS. The WHB has a damage bonus against beasts, while the DVS can poison enemies | ||
======WHB vs DVS====== | ======WHB vs DVS====== | ||
− | The DVS is better than the WHB in most circumstances. The poison lets it do a great deal more damage than the WHB, and the WHB's beast damage bonus is far outmatched by any piercing sword | + | The DVS is better than the WHB in most circumstances. The poison lets it do a great deal more damage than the WHB, and the WHB's beast damage bonus is far outmatched by any piercing sword |
− | + | ||
=====Flourish Line (Piercing)===== | =====Flourish Line (Piercing)===== | ||
− | |||
The Flourish line's attack pattern lets players follow enemies as they are knocked back, or as they dodge. The second attack of the combo can interrupt Greavers, and the third can even interrupt Trojans. | The Flourish line's attack pattern lets players follow enemies as they are knocked back, or as they dodge. The second attack of the combo can interrupt Greavers, and the third can even interrupt Trojans. | ||
The Flourish line's charge attacks do a massive amount of damage on a small packed cluster of enemies (See vortex bombs). However, due to the fact that this cannot be interrupted by the player, and traverses a lot of the map, making it easy to either veer into a floor trap, or miss and be hit while vunerable. | The Flourish line's charge attacks do a massive amount of damage on a small packed cluster of enemies (See vortex bombs). However, due to the fact that this cannot be interrupted by the player, and traverses a lot of the map, making it easy to either veer into a floor trap, or miss and be hit while vunerable. | ||
=====Final Flourish vs Fearless Rigadoon vs Furious Flamberge===== | =====Final Flourish vs Fearless Rigadoon vs Furious Flamberge===== | ||
It is not reconmended to get the Rigadoon or Flamberge line, as the chance of the fire or stun affecting the enemy is lower than 10%. They also do over 20% less damage than the FF. | It is not reconmended to get the Rigadoon or Flamberge line, as the chance of the fire or stun affecting the enemy is lower than 10%. They also do over 20% less damage than the FF. | ||
− | |||
=====Snarble Barb Line(Piercing)===== | =====Snarble Barb Line(Piercing)===== | ||
− | |||
The Snarble Barb's regular combo attack pattern and mechanics are identical to the Flourishes, but the charge attack is different. | The Snarble Barb's regular combo attack pattern and mechanics are identical to the Flourishes, but the charge attack is different. | ||
The Snarble Barb line fires a wide spread of spikes that travel a short distance, making it ideal for crowd control, such as against a large mass of wolvers. | The Snarble Barb line fires a wide spread of spikes that travel a short distance, making it ideal for crowd control, such as against a large mass of wolvers. | ||
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=====Spur Line(Normal)===== | =====Spur Line(Normal)===== | ||
− | |||
The spur has a basic combo similar to the brandish or calibur lines, except that each swing will propel the player forward a fair distance. At 4* each slash also creates a small projectile to be generated in front of each sword swing. | The spur has a basic combo similar to the brandish or calibur lines, except that each swing will propel the player forward a fair distance. At 4* each slash also creates a small projectile to be generated in front of each sword swing. | ||
The charge attack makes the user step back a short distance, then do a powerful slash that fires a bolt of energy forward. | The charge attack makes the user step back a short distance, then do a powerful slash that fires a bolt of energy forward. | ||
The spur currently has no 5* upgrade, making it not-so-good for endgame players. | The spur currently has no 5* upgrade, making it not-so-good for endgame players. | ||
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====Medium Speed Swords==== | ====Medium Speed Swords==== | ||
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=====Calibur Line(Normal)===== | =====Calibur Line(Normal)===== | ||
− | |||
The Calibur line is generally a sword used by beginning knights, as it does normal damage, and it handles like the Proto Sword. | The Calibur line is generally a sword used by beginning knights, as it does normal damage, and it handles like the Proto Sword. | ||
It also does a 360 degree charge attack that can hit multiple times on stationary enemies, like gun puppies. | It also does a 360 degree charge attack that can hit multiple times on stationary enemies, like gun puppies. | ||
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======Levithian vs Cold Iron Carver====== | ======Levithian vs Cold Iron Carver====== | ||
The Levithian is almost always considered superior to the CIC, due to the fact that the CIC has a small boost in damage against undead, but does less damage to every other monster type. Furthermore, the Levithian's knockback is far greater. | The Levithian is almost always considered superior to the CIC, due to the fact that the CIC has a small boost in damage against undead, but does less damage to every other monster type. Furthermore, the Levithian's knockback is far greater. | ||
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=====Combuster/Glacius/Voltedge(Normal & Elemental)===== | =====Combuster/Glacius/Voltedge(Normal & Elemental)===== | ||
− | |||
The Combuster, Glacius, and Voltedge come from the Brandish line. These three swords are the Elemental branches from the brandish. These swords can inflict status effects on enemies from the charged attacks. | The Combuster, Glacius, and Voltedge come from the Brandish line. These three swords are the Elemental branches from the brandish. These swords can inflict status effects on enemies from the charged attacks. | ||
The charge attack consists of a sword swing, and then a series of explosions after it, the number depending on how many stars the sword has. | The charge attack consists of a sword swing, and then a series of explosions after it, the number depending on how many stars the sword has. | ||
======Combuster vs Glacius vs Voltedge====== | ======Combuster vs Glacius vs Voltedge====== | ||
− | There is no clear best sword here, as each are quite identical except for the status effect. The | + | There is no clear best sword here, as each are quite identical except for the status effect. The Combuster helps do more damage, but is not as useful in places like the Firestorm Citadel, which is crawling with fire-themed enemies. The Glacius is a great solo weapon, as it allows for freezing enemies for getaways, but can interrupt a teammate's attack or kite. The Voltedge is commonly used in PvP, as shock leaves a knight vulnerable to attacks. |
− | + | ||
=====Acheron (Shadow)===== | =====Acheron (Shadow)===== | ||
− | |||
The Acheron is the shadow upgrade to the Brandish, but lacks a status effect. The attack patterns are the same as the Combuster, Glacius, and Voltedge | The Acheron is the shadow upgrade to the Brandish, but lacks a status effect. The attack patterns are the same as the Combuster, Glacius, and Voltedge | ||
− | |||
======Acheron vs Gran Faust====== | ======Acheron vs Gran Faust====== | ||
The Acheron does far more damage per second than the Gran Faust in both combo and charge attack. The Gran Faust is generally only used for its ability to Curse enemies. | The Acheron does far more damage per second than the Gran Faust in both combo and charge attack. The Gran Faust is generally only used for its ability to Curse enemies. | ||
=====Cautery Sword(Normal)===== | =====Cautery Sword(Normal)===== | ||
− | |||
The <s>Fail</s> <s>Joke</s> Cautery sword cannot be upgraded farther than 3*, and its only apparent upside, the damage bonus against slimes, is completely overshadowed by the fact that a nightblade, also 3*, will do far more damage against slimes. It's highly recommended to avoid this sword. | The <s>Fail</s> <s>Joke</s> Cautery sword cannot be upgraded farther than 3*, and its only apparent upside, the damage bonus against slimes, is completely overshadowed by the fact that a nightblade, also 3*, will do far more damage against slimes. It's highly recommended to avoid this sword. | ||
− | + | =====Fang of Vog(Normal & Elemental)===== | |
− | =====Fang of Vog==== | + | |
− | + | ||
One of the hardest swords to obtain, the Fang of Vog, or FoV, can only be obtained by trading Brinks 40 Almirian Seals. | One of the hardest swords to obtain, the Fang of Vog, or FoV, can only be obtained by trading Brinks 40 Almirian Seals. | ||
The regular attacks are slower and do less damage than other 5* swords, making it outclassed by the Combuster in that aspect. | The regular attacks are slower and do less damage than other 5* swords, making it outclassed by the Combuster in that aspect. | ||
However, the true ability of the FoV is it's charge attack. Done correctly, the charge attack can do over 2000 damage, able to OHKO most enemies, especially solo. However, the charge attack also has a chance to set the user on fire, so remedies are generally good to have on hand | However, the true ability of the FoV is it's charge attack. Done correctly, the charge attack can do over 2000 damage, able to OHKO most enemies, especially solo. However, the charge attack also has a chance to set the user on fire, so remedies are generally good to have on hand | ||
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====Slow Swords==== | ====Slow Swords==== | ||
− | |||
Slow swords do high damage, but sacrifice attack speed. | Slow swords do high damage, but sacrifice attack speed. | ||
=====Sealed Sword Line(Shadow or Elemental)===== | =====Sealed Sword Line(Shadow or Elemental)===== | ||
− | |||
The Divine Avenger (DA) and the Gran Faust (GF) are some of the most famous and easily recognizable endgame swords. The DA has a two-swing combo, like most slow swords. | The Divine Avenger (DA) and the Gran Faust (GF) are some of the most famous and easily recognizable endgame swords. The DA has a two-swing combo, like most slow swords. | ||
The DA's charge attack is three energy swords that shoot forward, dealing a high amount of damage, making it good for distant gun puppies or large crowds. | The DA's charge attack is three energy swords that shoot forward, dealing a high amount of damage, making it good for distant gun puppies or large crowds. | ||
The GF's charge attack is one shadowy energy sword that can deal curse. However, using the charge attack can also inflict curse on the user as well. | The GF's charge attack is one shadowy energy sword that can deal curse. However, using the charge attack can also inflict curse on the user as well. | ||
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======DA vs GF====== | ======DA vs GF====== | ||
The DA is a better sword for most situations. It's very useful in FSC, as it does elemental damage, and the charge attack is highly effective against the swarms of slag walkers. The GF; outclassed in damage, maneuverability, and defensive ability by the Acheron; is used primarily for it's ability to deal Curse on enemies. | The DA is a better sword for most situations. It's very useful in FSC, as it does elemental damage, and the charge attack is highly effective against the swarms of slag walkers. The GF; outclassed in damage, maneuverability, and defensive ability by the Acheron; is used primarily for it's ability to deal Curse on enemies. | ||
=====Troika Line(Normal)===== | =====Troika Line(Normal)===== | ||
− | |||
The Troika Line offers very slow, very powerful attacks. | The Troika Line offers very slow, very powerful attacks. | ||
The Sudaruska branch has a chance to do stun from the charge attack. The charge attack also does a lot of Area of Effect, or AoE, damage. | The Sudaruska branch has a chance to do stun from the charge attack. The charge attack also does a lot of Area of Effect, or AoE, damage. | ||
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======Triglav vs Sudaruska====== | ======Triglav vs Sudaruska====== | ||
''Unknown, still collecting data/user experiences due to the fact that I do not own either of these swords'' | ''Unknown, still collecting data/user experiences due to the fact that I do not own either of these swords'' | ||
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===Sword Advanced Techniques/Strategy=== | ===Sword Advanced Techniques/Strategy=== | ||
Some techniques and strategy to maximize effectiveness and minimize damage when wielding a sword | Some techniques and strategy to maximize effectiveness and minimize damage when wielding a sword | ||
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====Beat==== | ====Beat==== | ||
− | |||
The final attack of a sword's combo does more damage than the previous attacks, have more knockback, inflict status effects, or other things. If the enemy is just out of reach, you can always just begin a new combo, but sometimes that finisher could be vital and finish off the enemy before it can attack you. | The final attack of a sword's combo does more damage than the previous attacks, have more knockback, inflict status effects, or other things. If the enemy is just out of reach, you can always just begin a new combo, but sometimes that finisher could be vital and finish off the enemy before it can attack you. | ||
The solution? Beat. You don't always HAVE to keep attacking at maximum speed, you can pause a little bit between attacks and still continue the combo. Since enemies tend to move toward players, waiting a beat can give the monster just enough time to get in range of your finisher. | The solution? Beat. You don't always HAVE to keep attacking at maximum speed, you can pause a little bit between attacks and still continue the combo. Since enemies tend to move toward players, waiting a beat can give the monster just enough time to get in range of your finisher. | ||
The final attack of a sword combo generally does more damage than the attacks leading up to it, and may also have a larger hit area or greater knockback. While you can always begin a new combo, sometimes you really want to get that finisher, and the enemy just isn't in the right place. | The final attack of a sword combo generally does more damage than the attacks leading up to it, and may also have a larger hit area or greater knockback. While you can always begin a new combo, sometimes you really want to get that finisher, and the enemy just isn't in the right place. | ||
− | |||
====Lunge==== | ====Lunge==== | ||
− | |||
If you hold down the attack button after making a sword attack, you will start to charge for a charge attack. Releasing the button before the charge is complete will execute a normal attack. If you release it at just the right time, it will continue your previous combo instead of starting a new one. Unlike while performing a combo, you can move when charging an attack. Continuing a combo with this technique lets you move a square in any direction without breaking the combo. | If you hold down the attack button after making a sword attack, you will start to charge for a charge attack. Releasing the button before the charge is complete will execute a normal attack. If you release it at just the right time, it will continue your previous combo instead of starting a new one. Unlike while performing a combo, you can move when charging an attack. Continuing a combo with this technique lets you move a square in any direction without breaking the combo. | ||
This can be done between any two attacks in a sword combo. However, because it relies on holding down the attack button when making the previous attack, a lunge cannot be performed before and after the same attack--you can do it at most once every two attacks. | This can be done between any two attacks in a sword combo. However, because it relies on holding down the attack button when making the previous attack, a lunge cannot be performed before and after the same attack--you can do it at most once every two attacks. | ||
− | |||
====Shield Cancel==== | ====Shield Cancel==== | ||
− | |||
Shield canceling is one of the most useful techniques, especially with swords. This is based on holding your shield right after you attack with your sword, which will cancel the attack animation, not only finishing quicker, but also the chance of shield bumping or blocking an enemy attack. | Shield canceling is one of the most useful techniques, especially with swords. This is based on holding your shield right after you attack with your sword, which will cancel the attack animation, not only finishing quicker, but also the chance of shield bumping or blocking an enemy attack. | ||
Although shield canceling doesn't change the length of a combo, the first attack after blocking will always be the opening attack. For example, the flourish's combo normally consists of a wide sweeping motion followed by two narrow lunges. First does not move the player, second hit moves the player forward one space, third moves player three spaces. When shield canceling, each attack will be the wide swing. If you only cancel the first attack, you can do the first attack twice, and then the finisher, still dealing the damage it would normally do, but decreasing the amount the weapon would ordinarily propel you forward. | Although shield canceling doesn't change the length of a combo, the first attack after blocking will always be the opening attack. For example, the flourish's combo normally consists of a wide sweeping motion followed by two narrow lunges. First does not move the player, second hit moves the player forward one space, third moves player three spaces. When shield canceling, each attack will be the wide swing. If you only cancel the first attack, you can do the first attack twice, and then the finisher, still dealing the damage it would normally do, but decreasing the amount the weapon would ordinarily propel you forward. | ||
Though shield canceling does not change the maximum length of your combo, your first attack after blocking will always be your weapon's opening attack. For example, the Brandish normally performs a 3-hit combo where the first attack is made standing still, the second is made with a step forward, and the final attack has a step with increased sweep and damage. If you shield cancel the first attack and then continue attacking, you will perform the first attack twice, followed by the normal finisher--effectively replacing the second attack of the combo with a copy of the first attack. | Though shield canceling does not change the maximum length of your combo, your first attack after blocking will always be your weapon's opening attack. For example, the Brandish normally performs a 3-hit combo where the first attack is made standing still, the second is made with a step forward, and the final attack has a step with increased sweep and damage. If you shield cancel the first attack and then continue attacking, you will perform the first attack twice, followed by the normal finisher--effectively replacing the second attack of the combo with a copy of the first attack. | ||
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− | + | ||
− | + | ||
==Guns== | ==Guns== | ||
+ | |||
Being a gunner lets you keep your enemy at a range, while still dealing damage. Guns trade damage for range, so it is very important to have specialized guns. | Being a gunner lets you keep your enemy at a range, while still dealing damage. Guns trade damage for range, so it is very important to have specialized guns. | ||
===Control Scheme=== | ===Control Scheme=== | ||
+ | {{showhide|Control Scheme Table|content= | ||
{{SKWindow | {{SKWindow | ||
| title = Control Scheme| width = 135px | | title = Control Scheme| width = 135px | ||
Line 158: | Line 127: | ||
{{SKCell|1=Space|2=center}} | {{SKCell|1=Space|2=center}} | ||
}} | }} | ||
+ | }} | ||
+ | |||
+ | ===Gun Lines=== | ||
+ | There are many lines of guns out there. | ||
+ | ====The Alchemers==== | ||
+ | The alchemers are a strong part of a gunslinger's aresenal. It can either do a steady stream of damage or a quick burst on demand. All alchemer bullets wil lrichochet to the left when it hits a wall or a target, the chance of richochets increases as the star level increases.The main selling point of the Alchemer is the charged attack. Once it reaches 5*, the charged bullet will split into four parts, two to the left and two to the right, and each part wil richochet again up to two times doing a massive amount of damage if aimed correctly. | ||
+ | =====Prismatech Line(Elemental)===== | ||
+ | The Prismatech line does pure elemental damage with no status effect. The lack of a status effect is made up for by the higher raw damage. | ||
+ | The charged attack is quite a bit more powerful than the status alchemers | ||
+ | =====Cryotech Line(Elemental, Freeze)===== | ||
+ | The Cryotech line does elemental damage and can induce freeze onto targets. All shots, as well as the richochets have a chance to freeze the target, but each bullet can also break the freeze. | ||
+ | =====Firotech Line(Elemental, Fire)===== | ||
+ | The Firotech Line does elemental damage and can set fire to enemies. It is the arguably highest powered alchemer, able to do more overall damage than the Prismatech in some situations. | ||
+ | =====Voltech Line(Elemental, Shock)===== | ||
+ | The Voltech Line does elemental damage and can shock enemies. It can provide crowd control via shock spasms, and also do a steady, although unpredictable, damage. The shock is particularly useful in tight crowds where the shock travels through each monster and affects all of them. | ||
+ | =====Shadowtech Line(Shadow)===== | ||
+ | The Umbra Driver line does shadow damage and has no status. The raw damage output is the same as the Prismatech's. | ||
+ | =====Prismatech vs Cryotech vs Firotech vs Voltech===== | ||
+ | The Prismatech is generally not reconmended, as it only does a little bit more damage than the status effect alchemers, and if damage is what you're looking for, the firotech will do that. | ||
+ | =====Remember===== | ||
+ | *The gun has a 2 bullet clip | ||
+ | *Richochets may set of explosive blocks, aggro monsters, or other unwanted effects. | ||
+ | ====Antigua Line==== | ||
+ | The Antigua line weapons fire a several fast bullets. Although each individual bullet has low damage, it compensates by having a high fire rate. Because the bullets do almost no knockback, it does not hinder other party member's play styles. These are quite useful in PvP, the rapid fire properties let it do considerable damage, and because it can interrupt bomber's charging and it travels very fast, it can cripple bombers. | ||
+ | =====Argent Peacemaker(Elemental)[Medium DB vs Undead]===== | ||
+ | The Argent Peacemaker is an elemental revolver with a medium damage bonus against the undead. The damage bonus is much appreciated as the undead family consists of several slow moving monsters (such as zombies), which means the player can deliver large amounts of damage, even killing the monster, before it ever gets close enough to attack. The Argent Peacemaker's bullets can also chase faster moving targets (such as the Kat family). This gun is just as competent against the construct family since it consists of slow moving monsters. | ||
+ | =====Sentenza (Shadow)[Medium DB vs Gremlins]===== | ||
+ | The Sentenza is a shadow revolver with a medium damage bonus against Gremlins. Since Gremlins are able to move quickly and behave haphazardly, fights with a Sentenza are more active and alert (and arguably more fun) than with its counterpart. The Sentenza is also viable against the Slime family which are slow moving and track in clusters. The Sentenza is specialized against monsters of different speeds, and therefore requires a more versatile player. | ||
+ | =====Sentenza vs Argent Peacemaker===== | ||
+ | Both have their uses, one is shadow and one is elemental. However, the AP is sometimes overlooked for the Polaris, as the Sentenza overlooked for the Biohazard. | ||
+ | =====Remember===== | ||
+ | Remember! | ||
+ | *The Antigua line guns have a 6 shot magazine, the most of any gun line. The reload rate is also faster than other guns | ||
+ | *The Antigua can be purchased from brinks for 20 jelly gems, which are obtained by slaying the Royal Jelly (Jelly King) | ||
+ | ====Pulsar Line==== | ||
+ | The Pulsar line shoots slow bullets that expand into large orbs halfway to maximum range. Each large orb does more damage than the initial small bullet, and causes a fair amount of knockback. The pulsar's knockback, like all knockback, can have disadvantages. It can knock monsters into enemies or out of range of other attacks. Despite mixed feelings, the Pulsar is extremely effective against turrets and it can make solo runs very safe. Furthermore, it allows you to keep monsters away from you, minimizing damage taken. Furthermore, due to its "Area-Denial" properties, many players, whether striker, gaurdian, or recon, bring it to stop enemies from advancing, and making them take an alternative route. | ||
+ | =====Polaris(Elemental)[Status:Shock]===== | ||
+ | The Polaris does elemental damage, and it can inflict shock on enemies. The Elemental damage makes it ideal for destroying turrets. Furthermore, the shock can interrupt enemy attacks. | ||
+ | |||
+ | =====Supernova(Normal)===== | ||
+ | The Supernova does normal damage and lacks a status. | ||
+ | =====Polaris vs Supernova===== | ||
+ | The Polaris is almost always considered to be superior to the Supernova. The Polaris' elemental damage makes it highly effective against turrets, and very useful in places like FSC where shock, knockback, and elemental damage are extremely useful. | ||
+ | =====Remember===== | ||
+ | *Pulsar line guns have a three-shot magazine | ||
+ | *The initial bullets of a Pulsar do not cause knock back. | ||
+ | *The Polaris line is able to induce status with both the initial and expanded bullet. | ||
+ | |||
+ | ==Bombing== | ||
+ | A bomber’s responsibilities vary between crowd control, status effects, or damage over a large area. Although it can seem tedious and hard, bombs are very powerful tools that can significantly ease the difficulty of the floor. There are two key points to being a good bomber, knowing which bombs are best for each situation (Damage or Survivability), and placing bombs strategically | ||
+ | ===Bombs=== | ||
+ | ====Blast Bombs==== | ||
+ | The go-to bomb of almost any bomber’s arsenal, the Blast Bombs are the line of bombs that deal pure normal damage and have a lot of knockback. This makes them very useful for tactics like “shielding” and “boxing”, which will be detailed later. Despite their all-purpose utility, bombers do have to be careful while using these bombs, as the excessively bright flashes can be disorienting, and the knockback push enemies into allies. | ||
+ | =====Nitronome(Normal)[Damage, Crowd Control]===== | ||
+ | The arguably best damage bomb available, it has a large radius and a lot of knockback. Of the Blast Bomb line, it has the shortest fuse, fastest walk speed, and a short charge time. | ||
+ | The Nitronome has less knockback and less damage than the alternate lines, but makes up for it with the fastest walk speed while charging, and a faster fuse. | ||
+ | ======Potential hazards====== | ||
+ | *The explosion and screen shake can obscure the view of surroundings for you and your teammates, as well as disorient them with the bright cyan flash. | ||
+ | *Poorly placed bombs can push enemies into teammates | ||
+ | *Over-kiting enemies past bombs can push them toward you. | ||
+ | =====Big Angry Bomb(Normal)[Damage, Crowd Control, Status: Stun]===== | ||
+ | Another blast bomb is the Big Angry Bomb, or BAB, an option for players who want to eliminate everything on the screen. The BAB offers an incredible amount of knockback and the highest damage per explosion, the BAB is for players who want to control an area and be sure that nothing can enter. However, it slows the player down while charging a fair amount. | ||
+ | While the Nitronome is generally considered more of an offensive weapon, able to “Daisy Chain” bombs together to deal high amounts of damage, the BAB is good as a defensive “Hold The Line” type of bomb, preventing enemies from entering a room or getting close to you. | ||
+ | ======Potential Hazards====== | ||
+ | *Huge Knockback along with the long fuse means that you need to be more careful with leading enemies into the correct position | ||
+ | *Slow walking speed while charging leaves you vulnerable. | ||
+ | =====Irontech Destroyer(Normal)[Damage, Crowd Control, Status:Stun]===== | ||
+ | The Irontech Destroyer does a bit more damage than the Nitronome and more knockback, while having a fair chance of minor stun, all while having the same charge time. The fuse time is the same as the BAB’s, and so is the walk speed reduction. | ||
+ | ======Potential Hazards====== | ||
+ | *Slow walking speed while charging leaves you vulnerable | ||
+ | *Long fuse time makes it harder to get the second bomb going | ||
+ | =====Heavy Deconstructer===== | ||
+ | One of the least known bombs, the Heavy Decon is one of the least used, because the Master Blast Bomb is honestly better. The two are the same in fuse, radius, and charge time, but the construct damage bonus isn’t really noticeable, and the Master Blast bomb’s extra damage overall is a better option. Furthermore, the Heavy Decon stops at 5*, and the Nitronome greatly outclasses it. | ||
+ | |||
+ | |||
+ | ====Shard Bombs==== | ||
+ | The Shard Bomb Line consists of 6 lines of cluster-like bombs that create an initial explosion, then fires a series of non-damageing shards in multiple directions. These shards will then stick into the ground and explode shortly, causing a ring of explosions around the initial placement. These bombs are quite hard to get used to, with the small knockback making mob positions hard to predict. While they are hard to use, they can do extremely high damage with the correct placement. These bombs are unique in that they can hit enemies multiple times, whereas most bombs can only hit an enemy once. | ||
+ | In order for this to be able to be used to its full potential, you need to get enemies hit by multiple shards. For example, if you can get a slime between two shards then you can hit it two times, (three if it gets hit by the initial explosion). The bigger the enemy, the more it can be hit. | ||
+ | However, a hit limit is in place that prevents shard bombs from inflicting damage on the same enemy with more than 3 shards at once. | ||
+ | ======Potential Hazards====== | ||
+ | *Shard bombs knock back enemies multiple times, making it hard to predict their end positions | ||
+ | *Placing it near a wall can result in some shards disappearing | ||
+ | *Sometimes the hit limit will glitch, letting enemies be unaffected by the shard bomb | ||
+ | =====Shocking Salt Bomb(Shadow)[Damage, Status: Shock]===== | ||
+ | A unique mix of shock and shadow damage not seen with any other weapon, and it can do a lot of damage, especially against slimes, with a VH damage bonus to that family. The unique advantages presented by the way shock affects slimes makes the Shocking Salt Bomb preferred in slime stratums over the Deadly Dark Matter Bomb. | ||
+ | =====Scintillating Sun Shards(Piercing)[Damage, Status:Stun]===== | ||
+ | The SSS combines stun and pierce and a VH damage bonus to fiends to become the ultimate bomb for slaying large quantities of fiends. | ||
+ | =====Deadly Crystal Bomb(Elemental)[Damage]===== | ||
+ | The DCB is the only elemental DPS bomb, with the haze series focusing on status affects. It is ideal for slow-moving constructs, and also undead with practice. | ||
+ | =====Deadly Dark Matter Bomb(Shadow)[Damage]===== | ||
+ | The DDMB also does shadow damage like the SSB, but it deals more damage, has no bonus to any family, and does not deal a status. | ||
+ | =====Deadly Shard Bomb(Normal)[Damage]===== | ||
+ | The DSB does normal damage, being the all-rounder of the series. With other bombs able to do larger damage to families, this bomb is generally only obtained by collectors. A player would probably be better off with a mix of a shadow shard bomb and the DCB. | ||
+ | =====Deadly Splinter Bomb(Pierce)[Damage]===== | ||
+ | Another piercing damage shard bomb, the DSB does more damage than the SSS, but lacks a bonus or status. | ||
+ | ====Vortex Bombs==== | ||
+ | Starting their alchemy lines at 3 stars, the Vortex line are two very powerful bombs that are in nearly every bomber's arsenal, and for a good reason. Upon explosion, they create a vortex that pulls nearby enemies toward them, letting a bomber control the positioning of monsters in the immediate area and gather them into a single point that can be dealt with using another weapon for a lethal combo. After persisting for a while, the vortex explodes, doing damage and knockback. However, if enough monsters are pulled into the hole, the knockback will not occur. These bombs are excellent in conjunction with powerful charge attacks, such as the Autogun line weapons. Due to the unique crowd controlling properties of these bombs makes them one of the best bombs for use in a team. | ||
+ | =====Graviton Vortex(Shadow)[Crowd Control]===== | ||
+ | The GV does shadow damage, making it highly effective against slimes and gremlins. Dedicated bombers will find a lot of use combining this with a Voltiatic Tempest or Shivermist Buster to restrain monsters after the vortex explodes. Although as a general rule Graviton is considered inferior to the Electron Vortex, some players prefer it in stratum with shadow-weak enemies. A demonstration of the Graviton Vortex can be found [http://www.youtube.com/watch?v=MKjKrWnpbKY here.] | ||
+ | ======Potential Hazards====== | ||
+ | *Standing on top of the bomb when it goes off can trap you in the center of vortex'd enemies | ||
+ | *Enemies can still attack inside the vortex | ||
+ | *Enemies that are alive when the vortex explodes are randomly flung away from the bomb | ||
+ | *Charging this bomb slows you down quite a bit, leaving you vunerable | ||
+ | *Kats are unaffected by the suction | ||
+ | =====Electron Vortex(Elemental)[Crowd Control, Status:Shock]===== | ||
+ | The EV is an elemental version of the GV that has a chance to shock enemies that are inside the vortex when it explodes. Despite having a different damage type, this bomb is not intended to do damage, as it only does a littlebit of damage on the initial explosion, and a medium amount of damage when the vortex explodes. Unlike the GV, the EV can trap Kats inside, making it a better option for targeting the undead. Furthermore, because of the possible | ||
+ | The Electron Vortex is an elemental version of the Graviton Vortex that has a chance to status enemies that remain inside the vortex when it expires. Despite having a different damage type, the vortex-style bomb is still not a damage bomb as it only deals a trivial amount of damage at the beginning of the vortex and a moderate amount of damage to enemies still in the vortex at the end of it. Unlike the Graviton Vortex, the Electron Vortex is capable of trapping Kat ghosts which makes it a better option for targeting undead. | ||
+ | Furthermore, because of the shock, the EV is less likely to fling enemies when the vortex explodes. If the bomb manages to shock a group of enemies, they can be easily daisy-chained into another electron vortex. | ||
+ | =====Electron Vortex vs Graviton Vortex===== | ||
+ | The EV is basically superior to the GV. The damage type is not the focus of the bomb, and the EV does a status effect and can affect Kats. However, the EV recipe can only be obtained as a PvP reward, making it unavailable to the people that only play PvE. | ||
+ | ===="Haze" Bombs==== | ||
+ | Of all the weapons in game that are able to inflict status conditions, one group reigns supreme, the "Haze Bomb" line. Haze bombs have a small initial explosion that deals a moderate amount of elemental damage, but then spreads a large clout of "haze" that deals a particular stats effect on everything within it, making these weapons extremely effective at applying status effects to large groups of enemies. | ||
+ | Although the names of these bombs may not make sense at first glance, the reason these are referred to as "haze bombs" is because once upon a time, unlike now, they were all part of the Haze Bomb alchemy line, and the name has stuck. They are also referred to as "mist bombs" or simply "status bombs" | ||
+ | =====Shivermist Buster(Elemental)[Crowd Control, Status: Freeze]===== | ||
+ | The ultimate crowd control bomb, this freezes enemies in place. Being able to freeze a extremely large area at once, this stops enemies dead in their tracks. | ||
+ | The downside to a pure CC (Crowd Control) bomb is that the damage output is quite low. A monster only takes damage from freeze when it wears off, or "thawing" Breaking the freeze early with another attack or refreezing results in no damage at all. | ||
+ | Mobs can still attack while frozen, so flanking them from the side or behind is recommended. | ||
+ | Combining a freeze mob with a weapon with a large Area of Effect can be devestating. After freezing the monsters in place, using a weapon such as a Nitronome can deal an insane amount of damage to a large group of enemies. | ||
+ | ======Potential Hazards====== | ||
+ | *Enemies can still attack from the front, approach enemies from behind | ||
+ | *Can refreeze melted ice cubes | ||
+ | *Can create an immovable wall of enemies that knights cannot Shield Bump through | ||
+ | =====Ash of Agni(Elemental)[Damage, Status:Fire]===== | ||
+ | The AoA provides a steady damage over time. The fiery mist inflicts fire on any mob caught in the mists. These bombs help soften up enemies, or just slowly burn them to death. As this bomb only causes damage, it generally never disrupts other party members. | ||
+ | ======Potential Hazards====== | ||
+ | *Can set Oilers and Toxoils on fire | ||
+ | =====Venom Veiler(Elemental)[Status: Poison]===== | ||
+ | Poison is a very weak status. Poison rarely kills knights, and the same can be said of the clockwork's residents. The direct effects of the bomb are poor, having miniscule defensive and offensive debuffs. As a primary choice, the VV is one of the weakest bombs in the game. '''However''', the VV only shines when used to bolster the effectiveness of other weapons. | ||
+ | Despite having low direct damage, it can help a great deal when healers are in the room. Poisoned mobs are actually damaged by healers. Furthermore, poisoned mobs only do half as much damage, and take 10% more damage. | ||
+ | =====Stagger Storm(Elemental)[Crowd Control, Status:Stun]===== | ||
+ | The SS stuns enemies. Stunned enemies attack and move much slower, making it quite a useful CC tool. However, as the stun does not linger long after the mist dissipates, bombers using the SS should try to keep a mist cloud deployed at all times to avoid enemies go in and out of stun, as adjusting to constant speed changes is difficult for party members | ||
+ | =====Voltaic Tempest(Elemental)[Crowd Control, Status:Shock]===== | ||
+ | Between the CC abilities of the Shiv, and the damage provided by the AoA, the occasions where the VT are preferred are quite rare. The problem is that the Shiv completely locks down movement and the AoA does much more damage. However, that only holds against one enemy. An enemy that spasms from shock also damages nearby monsters. This makes the Voltaic Tempest very effective against a large, tight group, especially used in conjunction with a Graviton or Electron Vortex. However, the shock deals elemental damage, and so not nearly as effective against Gremlins or Beasts. | ||
+ | The VT really shines against large groups of Kats. As they tend to group together, and the shock interrupts their lunges, it can effectively incapacitate them. | ||
+ | In LockDown, or LD, it has a whole new purpose and effectiveness as a defensive tool. In T2, Spamming Lightning Capacitors (The 3* version of this) is an effective way to defend capture points. This is because players tend to wear either Wolver or Cobalt, neither of which provides elemental or shock protection. It's a great way to force Guardians to keep their shield up, which is a great time to pound on their shields with another weapon. Breaking their shield in the mist will automatically shock them and keeping them from putting their shield back up until it restores, and keep them from pulling their shield up long enough to heal other players. Furthermore, the mist keeps Recons off the capture point. | ||
+ | ======Potential Hazards====== | ||
+ | *Can supercharge quicksilvers | ||
+ | *Enemies can break ghost blocks, activate switches, and blow up explosive crates when they spasm | ||
+ | *Enemies have reduced knockback when shocked. | ||
+ | ====Misc Bombs==== | ||
+ | =====Dark Briar Barrage(Piercing)[Damage]===== | ||
+ | The DBB is a piercing damage bomb with similar characteristics to the Nitronome. This bomb lacks knockback, but can knock down soft-bodied enemies like gremlins and wolvers. | ||
+ | The lack of knockback means that it does not disrupt the movement of enemies, and so teammates do not have to adjust their gameplay to compensate, and several DBBS can be combo'd together without interfering with each other. The DBB does the same damage as the Nitronome on neutral enemies. | ||
+ | As the DBB has no knockback, it has less defensive capabilities and cannot "defend" areas. Bombers can take advantage of the non-disruptive nature of the bomb by running away from enemies while placing down DBBs. | ||
+ | =====Dark Retribution(Shadow)[Damage]===== | ||
+ | The DR is a shadow bomb with a unique damage pattern. After a small initial explosion, four orbs begin rotating at the edge of the blast area (2 Clockwise 2 Counterclockwise). These orbs are the main source of damage that the DR deals. | ||
+ | The DR has the highest DPS of any bomb in the game, especially if used against immobile or large enemies where multiple orbs can hit the target repeatedly in quick succession, Against enemies such as a Royal Jelly or Battlepod, a few well placed bombs will lead to an extremely quick kill. The DR is one of the best bombs against slimes and constructs, due to the fact that most monsters in those families have motion patterns that make them especially vulnerable to the DR. | ||
+ | ======Potential Hazards====== | ||
+ | *Jelly Minis are immune to the orbs | ||
+ | *Due to invincibility frames, DR is useless in LD | ||
+ | *The bomb can only be acquired through the expansion mission Operation Crimson Hammer. | ||
+ | |||
+ | ==Armor== | ||
+ | Armor! Gear! Whatever the name, this is the last line of defense against enemy attacks. | ||
+ | ===Bomber Sets=== | ||
+ | |||
+ | {{SKWindow | ||
+ | | title = Bomber Sets | ||
+ | | body = | ||
+ | {{SKNewRow}} | ||
+ | {{SKCell|'''Set'''|3=top|6=133px}} | ||
+ | {{SKCell|'''Description'''|3=top|}} | ||
+ | {{SKCell|'''Set Bonus'''|3=top|6=180px}} | ||
+ | {{SKCell|'''Recommended UVs'''|3=top|6=200px}} | ||
+ | {{SKNewRow}} | ||
+ | {{SKCell|Full Volcanic Demo | ||
+ | [[file:Volcanic_BG.png|100px]]|3=top}} | ||
+ | {{SKCell| | ||
+ | '''The Status Specialist''' | ||
+ | |||
+ | Of the armors available to bombers, the Volcanic Demo set is the safest choice. It has high normal defense as well as a natural fire resistance. With level 10 bombs, the set will allow bombers to obtain ''max'' charge time reduction. | ||
+ | |||
+ | The set is well suited for bombers wishing to specialize in crowd control and status spreading, where a damage bonus isn't paramount. The Volcanic Demo Set is more than enough to allow bombers to take advantage of the haze-style bombs and serve as more of a support role in parties. | ||
+ | |||
+ | With the inclusion of trinkets, the Volcanic Demo set can either gain Max CTR and Very High Damage like the Bombastic Demo Set, essentially making them interchangable for fire and freeze stratums respectively. | ||
+ | |||
+ | '''Set Pieces:''' [[Volcanic Demo Suit]], [[Volcanic Demo Helm]]|3=top}} | ||
+ | {{SKCell| | ||
+ | * Bomb Charge Time Reduction: Very High|3=top}} | ||
+ | {{SKCell| | ||
+ | '''Armor''' | ||
+ | * Medium Fire Resist | ||
+ | * Maximum Poison Resist (Compound 42) | ||
+ | * Maximum Curse Resist (Darkfire Citadel) | ||
+ | '''Bomb''' | ||
+ | * Very High Damage Bonus | ||
+ | |3=top}} | ||
+ | {{SKNewRow}} | ||
+ | {{SKCell|Full Bombastic Demo|3=top}} | ||
+ | {{SKCell| | ||
+ | '''The Sluggish Nuke''' | ||
+ | |||
+ | The inverse of the Volcanic Demo set, the Bombastic provides bombers with a damage bonus instead of charge time reduction, and freeze resistance instead of fire. This armour choice is more for bombers whom prefer offensive-styled bombs over status bombs such as the blast or shard lines, however because charge time reduction ultimately provides higher dps, even for offensive bombers this set isn't preferred over Volcanic Demo, or Mad Bomber within the Clockworks. However in Lockdown this set is an extremely viable choice for Recon bombers whom wish to use damage-dealing bombs. | ||
+ | |||
+ | With the inclusion of trinkets, the Bombastic Demo set can either gain Max CTR and Very High Damage like the Volcanic Demo Set, essentially making them interchangable for freeze and fire stratums respectively. | ||
+ | |||
+ | '''Set Pieces:''' [[Bombastic Demo Suit]], [[Bombastic Demo Helm]]|3=top}} | ||
+ | {{SKCell| | ||
+ | * Bomb Damage Bonus: Very High|3=top}} | ||
+ | {{SKCell| | ||
+ | '''Armor''' | ||
+ | Maximum Shock Resist (Lockdown) | ||
+ | Maximum Stun Resist (Lockdown) | ||
+ | '''Bomb''' | ||
+ | * Very High CTR | ||
+ | |3=top}} | ||
+ | {{SKNewRow}} | ||
+ | {{SKCell|The Mad Bomber | ||
+ | [[file:Mad_Bomber_BG.png|100px]]|3=top}} | ||
+ | {{SKCell| | ||
+ | '''The Damage Machine''' | ||
+ | |||
+ | Mad Bomber has negative resistances to poison, shock, freeze, and fire equivalent to a medium unique variant as well as less normal defense than Volcanic Demo. The sacrifices bombers make to wear a full mad bomber set are rewarded handsomely, however, as both pieces will combine for very high charge time reduction as well as very high damage bonuses with bombs. This means that, with level 10 bombs, bombers will have maximum charge time reduction. | ||
+ | |||
+ | The Mad Bomber set is well suited for bombers looking to deal damage. This set isn't recommended for players looking to solely specialize in status bombs as they will be incurring a significant penalty to defense while not fully taking advantage of the damage bonus. | ||
+ | |||
+ | With medium damage unique variants, a mad bomber can maximize damage against an enemy type. This set is highly recommended for Tier 1 and Tier 2 as well as neutral Tier 3 strata. Bombers planning to wear the full set in an elemental themed T3 strata should try to mitigate some of the penalties with armor unique variants. | ||
+ | |||
+ | Mad bombers should get very well acquainted with remedy pills. | ||
+ | |||
+ | '''Set Pieces:''' [[Mad Bomber Suit]], [[Mad Bomber Mask]]|3=top}} | ||
+ | |||
+ | {{SKCell| | ||
+ | * Bomb Charge Time Reduction: Very High | ||
+ | * Bomb Damage Bonus: Very High|3=top}} | ||
+ | {{SKCell| | ||
+ | '''Armor''' | ||
+ | *Medium+ Poison, Fire, Shock Resist | ||
+ | |||
+ | '''Bomb''' | ||
+ | * Medium Damage Bonus | ||
+ | |3=top}} | ||
+ | {{SKNewRow}} | ||
+ | {{SKCell|Mad + Volcanic/Bombastic/Mercurial | ||
+ | [[file:Mad_Volcanic_BG.png|100px]]|3=top}} | ||
+ | {{SKCell| | ||
+ | '''The Jack of All Trades''' | ||
+ | |||
+ | The Mad/Demo bomber set is very popular among full-time bombers. Combining one piece of the Mad Bomber set with another piece of the different Demo allows bombers to achieve a combination of charge time reduction and damage bonuses, whilst reducing the negative status resistances of the Mad Bomber set. | ||
+ | |||
+ | This set is an excellent combination for support bombers as well as bombers looking to deal damage. The maximum charge time reduction allows for efficient status spreading and faster crowd control bomb deployment than Volcanic Demo. Bombers can maximize damage by targeting very high damage unique variants and can further mitigate penalties from the single mad bomber suit by acquiring medium UVs to cancel out the status they are least comfortable with. | ||
+ | |||
+ | When using trinkets, it's possible to achieve Max Damage and Max CTR with both the Volcanic mix and the Bombastic mix, and Max CTR with Ultra Damage in conjunction with Mercurial Demo, thus meaning you can mix the sets depending on what sort of stratum you're entering. | ||
+ | |||
+ | '''Set Pieces:''' [[Volcanic Demo Helm]] or [[Volcanic Demo Suit]] or [[Bombastic Demo Helm]] or [[Bombastic Demo Suit]] [[Mercurial Demo Helm]] or [[Mercurial Demo Suit]], [[Mad Bomber Mask]] or [[Mad Bomber Suit]]|3=top}} | ||
+ | {{SKCell| | ||
+ | * Bomb Charge Time Reduction: Very High | ||
+ | * Bomb Damage Bonus: Medium | ||
+ | or | ||
+ | * Bomb Charge Time Reduction: Medium | ||
+ | * Bomb Damage Bonus: Very High|3=top}} | ||
+ | {{SKCell| | ||
+ | '''Armor''' | ||
+ | *Medium+ Poison, Fire, Shock Resist | ||
+ | '''Bomb''' | ||
+ | * Very High Damage Bonus|3=top}} | ||
+ | {{SKNewRow}} | ||
+ | {{SKCell|Full Mercurial Demo|3=top}} | ||
+ | {{SKCell| | ||
+ | '''The Speed Bomber''' | ||
+ | |||
+ | The Speed Bomber's set-up makes use of a medium speed bonus and a medium damage bonus as well as a nice shock resistance which can be very helpful. The speed bonus allows bombers to easily escape situations where an impending mob is surrounding them, and with the addition of some well timed shield bumps, a Speed Bomber can get out of tricky situations relatively unscathed. The main downside to this set is that it takes a large amount of effort to obtain the pieces (through shadow lairs which generally require a lot of skill, low latency and high level gear) as well as buying Vhigh CTR bombs and getting 2 elite Boom mods so that the bomber can reach Max CTR and damage. However in the end the owner ends up with a useful damage bonus, a very useful speed bonus, and no negative resistances which the Mad Bomber set is infamous for. Despite the cost at which the Speed Bomber set needs to reach the full potential, it is really the end-game set a Bomber needs, to be the best at the game. | ||
+ | |||
+ | |||
+ | '''Set Pieces:''' [[Mercurial Demo Helm]], [[Mercurial Demo Suit]]|3=top}} | ||
+ | {{SKCell| | ||
+ | * Bomb Damage Bonus: Medium | ||
+ | * Increased Movement Speed: Medium|3=top}} | ||
+ | {{SKCell| | ||
+ | '''Armor''' | ||
+ | * Maximum Fire Resist (Firestorm Citadel, Redclaw Munitions Factory) | ||
+ | * Maximum Freeze Resist (Lockdown) | ||
+ | * Maximum Stun Resist (Lockdown) | ||
+ | '''Bomb''' | ||
+ | * Very High CTR|3=top}} | ||
+ | }} | ||
+ | ===Gunner Sets=== | ||
+ | The choice armor for gunslingers. Initially, the 3-4* equipment only offers Low Handgun ASI, the 5* upgrade paths cover each special damage type, along with status resists, and medium handgun bonuses. | ||
+ | ====Gunslinger Line==== | ||
+ | The Primary choice for gunslingers | ||
+ | =====Gunslinger(Normal, Pierce)[Low Handgun ASI)===== | ||
+ | The Gunslinger Set is the initial 3-star version of the gunner line. It protects against normal and pierce. It has a Low Handgun Attack Speed Increase per piece. | ||
+ | {{setlist|Gunslinger|Hat|Sash|}} | ||
+ | =====Sunset(Normal, Pierce)[Low Handgun ASI]===== | ||
+ | The Sunset Set is the 4* upgrade, and has increased protection against normal and piercing damage. | ||
+ | {{setlist|Sunset|Stetson|Duster}} | ||
+ | =====Deadshot(Normal, Shadow)[Medium DB vs Undead, Low Handgun ASI]{Curse}===== | ||
+ | The Deadshot Set protects against normal and shadow damage, and the curse status. Each piece offers a medium Damage Bonus vs Undead, and a low handgun ASI. | ||
+ | {{setlist|Deadshot|Chapeau|Mantle}} | ||
+ | =====Justifier(Normal, Piercing)[Medium Handgun ASI]{Stun}===== | ||
+ | The Justifier set protects against normal and piercing damage, and the stun status. It also has a medium handgun ASI per piece | ||
+ | {{setlist|Justifier|Hat|Jacket}} | ||
+ | =====Nameless(Normal, Elemental)[Medium Handgun DB]{Freeze}===== | ||
+ | The Nameless set protects against normal and elemental, and the freeze status. Medium ASI per piece | ||
+ | {{setlist|Nameless|Hat|Poncho}} | ||
+ | =====Shadowsun(Normal, Shadow)[Medium Handgun DB]{Poison}===== | ||
+ | The Shadowsun Set protects against normal and shadow damage, and the poison status. Medium handgun damage bonus per piece. | ||
+ | {{setlist|Shadowsun|Stetson|Slicker}} | ||
+ | ====Other Helms and Armors==== | ||
+ | =====Perfect Mask of Seerus===== | ||
+ | The Perfect Mask of Seerus protects against normal and elemental, and the fire and shock statuses. However, it has strong negative resistances to the poison and freeze statuses. It provides a low handgun attack speed bonus and a medium handgun charge time reduction bonus. It is a popular helm for FSC, often used in conjunction with Shadowsun Slicker. Note that it must be obtained by either purchasing and running the Operation Crimson Hammer DLC, or purchasing the item itself from another player. | ||
+ | |||
+ | ===Swordsman Sets=== | ||
+ | {{showhide|Swordsman Sets|content= | ||
+ | The best gear for a swordsman is the Wolver line. The wolver line is fairly simple from 1-4*, providing a Low Sword DB. At 5* however, you have to decide between Skolver, Snarbolax, and Vog Cub or Vog. While it is ideal to possess both Skolver/Snarbolax and Vog, those who cannot yet afford this should consider the pros and cons of each. | ||
+ | ====Skolver(Normal, Piercing)[Medium Sword DB]{Freeze}==== | ||
+ | The straight upgrade of the Wolver line, it protects against normal and piercing damage, gives resistance to Freeze, and a medium sword damage bonus per piece. When used with the BTS a maximum sword damage bonus can be obtained. While very good offensive armor, its lack of elemental defense, ASI, and fire resistance can make you more vulnerable than Vog users, especially with slow swords and in FSC. | ||
+ | ====Snarbolax(Normal, Shadow)[Medium Sword DB]{Freeze, Poison}==== | ||
+ | Snarby is the same as Skolver, but with Shadow Def instead of Piecing, and less freeze reistance for poison. Since this can only be crafted in Sanctuary, after a Shadow lair, this is not a realistic choice for your ''first'' 5* armor. | ||
+ | ====Vog Cub(Normal, Elemental)[Medium ASI]{Fire}==== | ||
+ | Unlike Skolver and Snarbolax, Vog trades out the sword damage bonus for a ASI. It protects against normal and elemental damage, and gives resistance to fire, making it ideal for Firestorm Citadel (FSC). Elemental defense is much more important in T3, which usually makes this a better choice than Skolver. | ||
+ | ====Mixed Vog/Skolver/Snarbolax==== | ||
+ | A hybrid set will provide an average of the benefits of the sets you chose to mix. A common combination is Vog Cap/Skolver Coat, having both ASI and DB, covering both Elemental and Piercing, and providing resistance to Fire and Freeze. | ||
+ | |||
+ | [[Category:Guild Subpages]] |
Latest revision as of 07:56, 10 February 2015
Contents
- 1 This Guide
- 2 Damage
- 3 Monsters
- 4 Weapons
- 5 Swords
- 6 Guns
- 7 Bombing
- 7.1 Bombs
- 7.1.1 Blast Bombs
- 7.1.2 Shard Bombs
- 7.1.2.1 Potential Hazards
- 7.1.2.2 Shocking Salt Bomb(Shadow)[Damage, Status: Shock]
- 7.1.2.3 Scintillating Sun Shards(Piercing)[Damage, Status:Stun]
- 7.1.2.4 Deadly Crystal Bomb(Elemental)[Damage]
- 7.1.2.5 Deadly Dark Matter Bomb(Shadow)[Damage]
- 7.1.2.6 Deadly Shard Bomb(Normal)[Damage]
- 7.1.2.7 Deadly Splinter Bomb(Pierce)[Damage]
- 7.1.3 Vortex Bombs
- 7.1.4 "Haze" Bombs
- 7.1.5 Misc Bombs
- 7.1 Bombs
- 8 Armor
- 8.1 Bomber Sets
- 8.2 Gunner Sets
- 8.2.1 Gunslinger Line
- 8.2.1.1 Gunslinger(Normal, Pierce)[Low Handgun ASI)
- 8.2.1.2 Sunset(Normal, Pierce)[Low Handgun ASI]
- 8.2.1.3 Deadshot(Normal, Shadow)[Medium DB vs Undead, Low Handgun ASI]{Curse}
- 8.2.1.4 Justifier(Normal, Piercing)[Medium Handgun ASI]{Stun}
- 8.2.1.5 Nameless(Normal, Elemental)[Medium Handgun DB]{Freeze}
- 8.2.1.6 Shadowsun(Normal, Shadow)[Medium Handgun DB]{Poison}
- 8.2.2 Other Helms and Armors
- 8.2.1 Gunslinger Line
- 8.3 Swordsman Sets
This Guide
Welcome to my outrageously long guide to essentially every weapon and gear worth considering! It's, in fact, so long that there's an edit warning because some browsers may have issues because it's too large. Enjoy!
Damage
Okay, so. There are 3 types of specialized damage, which I will refer to as simply damage types, and Normal damage. The damage types are elemental, shadow, and piercing. Each damage type does extra super duper awesome damage to 2 families of monsters. Each damage type is also neutral to 2 families of monsters. Furthermore, each damage type is weak against 2 families of monsters. For example, elemental does a lot of damage against a construct, okay damage against a slime, and not very much damage against a gremlin.
Monsters
There are 6 monster families. They are: Beast, Fiend, Construct, Undead, Slime, and Gremlins. Beast and Fiend are weak to piercing; construct and undead are weak to elemental; and slimes and gremlins are weak to shadow damage.
Monster Type | Damage Type | Weak To | Neutral To | Strongly Resistant To |
---|---|---|---|---|
Slime Family | Piercing | Shadow | Elemental | Piercing |
Beast Family | Piercing | Piercing | Shadow | Elemental |
Gremlin Family | Elemental | Shadow | Piercing | Elemental |
Construct Family | Elemental | Elemental | Shadow | Piercing |
Fiend Family | Shadow | Piercing | Elemental | Shadow |
Undead Family | Shadow | Elemental | Piercing | Shadow |
Weapons
Swords
Specializing in Swords can be fun, as you can do a lot of damage quickly. However, it's also easier to get hit and take damage
Control Scheme
Recommended Control Scheme for a Swordsman
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Sword Types
Different Sword Types, fast, slow, medium, etc.
Fast Swords
Fast swords tend to have a very high rate of attack, but lower damage per hit.
Cutter Line(Normal)
Low damage, but an incredibly fast combo. A good sword for T1 and T2, but at T3 the extremely aggressive playing style requires a good deal of skill to use without dying excessively. The cutter upgrades into the Wild Hunting Blade, or WHB, and the Dread Venom Striker, or DVS. The WHB has a damage bonus against beasts, while the DVS can poison enemies
WHB vs DVS
The DVS is better than the WHB in most circumstances. The poison lets it do a great deal more damage than the WHB, and the WHB's beast damage bonus is far outmatched by any piercing sword
Flourish Line (Piercing)
The Flourish line's attack pattern lets players follow enemies as they are knocked back, or as they dodge. The second attack of the combo can interrupt Greavers, and the third can even interrupt Trojans. The Flourish line's charge attacks do a massive amount of damage on a small packed cluster of enemies (See vortex bombs). However, due to the fact that this cannot be interrupted by the player, and traverses a lot of the map, making it easy to either veer into a floor trap, or miss and be hit while vunerable.
Final Flourish vs Fearless Rigadoon vs Furious Flamberge
It is not reconmended to get the Rigadoon or Flamberge line, as the chance of the fire or stun affecting the enemy is lower than 10%. They also do over 20% less damage than the FF.
Snarble Barb Line(Piercing)
The Snarble Barb's regular combo attack pattern and mechanics are identical to the Flourishes, but the charge attack is different. The Snarble Barb line fires a wide spread of spikes that travel a short distance, making it ideal for crowd control, such as against a large mass of wolvers.
Spur Line(Normal)
The spur has a basic combo similar to the brandish or calibur lines, except that each swing will propel the player forward a fair distance. At 4* each slash also creates a small projectile to be generated in front of each sword swing. The charge attack makes the user step back a short distance, then do a powerful slash that fires a bolt of energy forward. The spur currently has no 5* upgrade, making it not-so-good for endgame players.
Medium Speed Swords
Calibur Line(Normal)
The Calibur line is generally a sword used by beginning knights, as it does normal damage, and it handles like the Proto Sword. It also does a 360 degree charge attack that can hit multiple times on stationary enemies, like gun puppies. However, this sword is generally considered a great annoyance in parties, due to its high knockback in all directions, commonly propelling enemies right into teammates.
Levithian vs Cold Iron Carver
The Levithian is almost always considered superior to the CIC, due to the fact that the CIC has a small boost in damage against undead, but does less damage to every other monster type. Furthermore, the Levithian's knockback is far greater.
Combuster/Glacius/Voltedge(Normal & Elemental)
The Combuster, Glacius, and Voltedge come from the Brandish line. These three swords are the Elemental branches from the brandish. These swords can inflict status effects on enemies from the charged attacks. The charge attack consists of a sword swing, and then a series of explosions after it, the number depending on how many stars the sword has.
Combuster vs Glacius vs Voltedge
There is no clear best sword here, as each are quite identical except for the status effect. The Combuster helps do more damage, but is not as useful in places like the Firestorm Citadel, which is crawling with fire-themed enemies. The Glacius is a great solo weapon, as it allows for freezing enemies for getaways, but can interrupt a teammate's attack or kite. The Voltedge is commonly used in PvP, as shock leaves a knight vulnerable to attacks.
Acheron (Shadow)
The Acheron is the shadow upgrade to the Brandish, but lacks a status effect. The attack patterns are the same as the Combuster, Glacius, and Voltedge
Acheron vs Gran Faust
The Acheron does far more damage per second than the Gran Faust in both combo and charge attack. The Gran Faust is generally only used for its ability to Curse enemies.
Cautery Sword(Normal)
The Fail Joke Cautery sword cannot be upgraded farther than 3*, and its only apparent upside, the damage bonus against slimes, is completely overshadowed by the fact that a nightblade, also 3*, will do far more damage against slimes. It's highly recommended to avoid this sword.
Fang of Vog(Normal & Elemental)
One of the hardest swords to obtain, the Fang of Vog, or FoV, can only be obtained by trading Brinks 40 Almirian Seals. The regular attacks are slower and do less damage than other 5* swords, making it outclassed by the Combuster in that aspect. However, the true ability of the FoV is it's charge attack. Done correctly, the charge attack can do over 2000 damage, able to OHKO most enemies, especially solo. However, the charge attack also has a chance to set the user on fire, so remedies are generally good to have on hand
Slow Swords
Slow swords do high damage, but sacrifice attack speed.
Sealed Sword Line(Shadow or Elemental)
The Divine Avenger (DA) and the Gran Faust (GF) are some of the most famous and easily recognizable endgame swords. The DA has a two-swing combo, like most slow swords. The DA's charge attack is three energy swords that shoot forward, dealing a high amount of damage, making it good for distant gun puppies or large crowds. The GF's charge attack is one shadowy energy sword that can deal curse. However, using the charge attack can also inflict curse on the user as well.
DA vs GF
The DA is a better sword for most situations. It's very useful in FSC, as it does elemental damage, and the charge attack is highly effective against the swarms of slag walkers. The GF; outclassed in damage, maneuverability, and defensive ability by the Acheron; is used primarily for it's ability to deal Curse on enemies.
Troika Line(Normal)
The Troika Line offers very slow, very powerful attacks. The Sudaruska branch has a chance to do stun from the charge attack. The charge attack also does a lot of Area of Effect, or AoE, damage. The Triglav branch can do freeze with both the second swing and the charge attack. The charge attack is similar to the Sudaruska.
Triglav vs Sudaruska
Unknown, still collecting data/user experiences due to the fact that I do not own either of these swords
Sword Advanced Techniques/Strategy
Some techniques and strategy to maximize effectiveness and minimize damage when wielding a sword
Beat
The final attack of a sword's combo does more damage than the previous attacks, have more knockback, inflict status effects, or other things. If the enemy is just out of reach, you can always just begin a new combo, but sometimes that finisher could be vital and finish off the enemy before it can attack you. The solution? Beat. You don't always HAVE to keep attacking at maximum speed, you can pause a little bit between attacks and still continue the combo. Since enemies tend to move toward players, waiting a beat can give the monster just enough time to get in range of your finisher. The final attack of a sword combo generally does more damage than the attacks leading up to it, and may also have a larger hit area or greater knockback. While you can always begin a new combo, sometimes you really want to get that finisher, and the enemy just isn't in the right place.
Lunge
If you hold down the attack button after making a sword attack, you will start to charge for a charge attack. Releasing the button before the charge is complete will execute a normal attack. If you release it at just the right time, it will continue your previous combo instead of starting a new one. Unlike while performing a combo, you can move when charging an attack. Continuing a combo with this technique lets you move a square in any direction without breaking the combo. This can be done between any two attacks in a sword combo. However, because it relies on holding down the attack button when making the previous attack, a lunge cannot be performed before and after the same attack--you can do it at most once every two attacks.
Shield Cancel
Shield canceling is one of the most useful techniques, especially with swords. This is based on holding your shield right after you attack with your sword, which will cancel the attack animation, not only finishing quicker, but also the chance of shield bumping or blocking an enemy attack. Although shield canceling doesn't change the length of a combo, the first attack after blocking will always be the opening attack. For example, the flourish's combo normally consists of a wide sweeping motion followed by two narrow lunges. First does not move the player, second hit moves the player forward one space, third moves player three spaces. When shield canceling, each attack will be the wide swing. If you only cancel the first attack, you can do the first attack twice, and then the finisher, still dealing the damage it would normally do, but decreasing the amount the weapon would ordinarily propel you forward. Though shield canceling does not change the maximum length of your combo, your first attack after blocking will always be your weapon's opening attack. For example, the Brandish normally performs a 3-hit combo where the first attack is made standing still, the second is made with a step forward, and the final attack has a step with increased sweep and damage. If you shield cancel the first attack and then continue attacking, you will perform the first attack twice, followed by the normal finisher--effectively replacing the second attack of the combo with a copy of the first attack.
Guns
Being a gunner lets you keep your enemy at a range, while still dealing damage. Guns trade damage for range, so it is very important to have specialized guns.
Control Scheme
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Gun Lines
There are many lines of guns out there.
The Alchemers
The alchemers are a strong part of a gunslinger's aresenal. It can either do a steady stream of damage or a quick burst on demand. All alchemer bullets wil lrichochet to the left when it hits a wall or a target, the chance of richochets increases as the star level increases.The main selling point of the Alchemer is the charged attack. Once it reaches 5*, the charged bullet will split into four parts, two to the left and two to the right, and each part wil richochet again up to two times doing a massive amount of damage if aimed correctly.
Prismatech Line(Elemental)
The Prismatech line does pure elemental damage with no status effect. The lack of a status effect is made up for by the higher raw damage. The charged attack is quite a bit more powerful than the status alchemers
Cryotech Line(Elemental, Freeze)
The Cryotech line does elemental damage and can induce freeze onto targets. All shots, as well as the richochets have a chance to freeze the target, but each bullet can also break the freeze.
Firotech Line(Elemental, Fire)
The Firotech Line does elemental damage and can set fire to enemies. It is the arguably highest powered alchemer, able to do more overall damage than the Prismatech in some situations.
Voltech Line(Elemental, Shock)
The Voltech Line does elemental damage and can shock enemies. It can provide crowd control via shock spasms, and also do a steady, although unpredictable, damage. The shock is particularly useful in tight crowds where the shock travels through each monster and affects all of them.
Shadowtech Line(Shadow)
The Umbra Driver line does shadow damage and has no status. The raw damage output is the same as the Prismatech's.
Prismatech vs Cryotech vs Firotech vs Voltech
The Prismatech is generally not reconmended, as it only does a little bit more damage than the status effect alchemers, and if damage is what you're looking for, the firotech will do that.
Remember
- The gun has a 2 bullet clip
- Richochets may set of explosive blocks, aggro monsters, or other unwanted effects.
Antigua Line
The Antigua line weapons fire a several fast bullets. Although each individual bullet has low damage, it compensates by having a high fire rate. Because the bullets do almost no knockback, it does not hinder other party member's play styles. These are quite useful in PvP, the rapid fire properties let it do considerable damage, and because it can interrupt bomber's charging and it travels very fast, it can cripple bombers.
Argent Peacemaker(Elemental)[Medium DB vs Undead]
The Argent Peacemaker is an elemental revolver with a medium damage bonus against the undead. The damage bonus is much appreciated as the undead family consists of several slow moving monsters (such as zombies), which means the player can deliver large amounts of damage, even killing the monster, before it ever gets close enough to attack. The Argent Peacemaker's bullets can also chase faster moving targets (such as the Kat family). This gun is just as competent against the construct family since it consists of slow moving monsters.
Sentenza (Shadow)[Medium DB vs Gremlins]
The Sentenza is a shadow revolver with a medium damage bonus against Gremlins. Since Gremlins are able to move quickly and behave haphazardly, fights with a Sentenza are more active and alert (and arguably more fun) than with its counterpart. The Sentenza is also viable against the Slime family which are slow moving and track in clusters. The Sentenza is specialized against monsters of different speeds, and therefore requires a more versatile player.
Sentenza vs Argent Peacemaker
Both have their uses, one is shadow and one is elemental. However, the AP is sometimes overlooked for the Polaris, as the Sentenza overlooked for the Biohazard.
Remember
Remember!
- The Antigua line guns have a 6 shot magazine, the most of any gun line. The reload rate is also faster than other guns
- The Antigua can be purchased from brinks for 20 jelly gems, which are obtained by slaying the Royal Jelly (Jelly King)
Pulsar Line
The Pulsar line shoots slow bullets that expand into large orbs halfway to maximum range. Each large orb does more damage than the initial small bullet, and causes a fair amount of knockback. The pulsar's knockback, like all knockback, can have disadvantages. It can knock monsters into enemies or out of range of other attacks. Despite mixed feelings, the Pulsar is extremely effective against turrets and it can make solo runs very safe. Furthermore, it allows you to keep monsters away from you, minimizing damage taken. Furthermore, due to its "Area-Denial" properties, many players, whether striker, gaurdian, or recon, bring it to stop enemies from advancing, and making them take an alternative route.
Polaris(Elemental)[Status:Shock]
The Polaris does elemental damage, and it can inflict shock on enemies. The Elemental damage makes it ideal for destroying turrets. Furthermore, the shock can interrupt enemy attacks.
Supernova(Normal)
The Supernova does normal damage and lacks a status.
Polaris vs Supernova
The Polaris is almost always considered to be superior to the Supernova. The Polaris' elemental damage makes it highly effective against turrets, and very useful in places like FSC where shock, knockback, and elemental damage are extremely useful.
Remember
- Pulsar line guns have a three-shot magazine
- The initial bullets of a Pulsar do not cause knock back.
- The Polaris line is able to induce status with both the initial and expanded bullet.
Bombing
A bomber’s responsibilities vary between crowd control, status effects, or damage over a large area. Although it can seem tedious and hard, bombs are very powerful tools that can significantly ease the difficulty of the floor. There are two key points to being a good bomber, knowing which bombs are best for each situation (Damage or Survivability), and placing bombs strategically
Bombs
Blast Bombs
The go-to bomb of almost any bomber’s arsenal, the Blast Bombs are the line of bombs that deal pure normal damage and have a lot of knockback. This makes them very useful for tactics like “shielding” and “boxing”, which will be detailed later. Despite their all-purpose utility, bombers do have to be careful while using these bombs, as the excessively bright flashes can be disorienting, and the knockback push enemies into allies.
Nitronome(Normal)[Damage, Crowd Control]
The arguably best damage bomb available, it has a large radius and a lot of knockback. Of the Blast Bomb line, it has the shortest fuse, fastest walk speed, and a short charge time. The Nitronome has less knockback and less damage than the alternate lines, but makes up for it with the fastest walk speed while charging, and a faster fuse.
Potential hazards
- The explosion and screen shake can obscure the view of surroundings for you and your teammates, as well as disorient them with the bright cyan flash.
- Poorly placed bombs can push enemies into teammates
- Over-kiting enemies past bombs can push them toward you.
Big Angry Bomb(Normal)[Damage, Crowd Control, Status: Stun]
Another blast bomb is the Big Angry Bomb, or BAB, an option for players who want to eliminate everything on the screen. The BAB offers an incredible amount of knockback and the highest damage per explosion, the BAB is for players who want to control an area and be sure that nothing can enter. However, it slows the player down while charging a fair amount. While the Nitronome is generally considered more of an offensive weapon, able to “Daisy Chain” bombs together to deal high amounts of damage, the BAB is good as a defensive “Hold The Line” type of bomb, preventing enemies from entering a room or getting close to you.
Potential Hazards
- Huge Knockback along with the long fuse means that you need to be more careful with leading enemies into the correct position
- Slow walking speed while charging leaves you vulnerable.
Irontech Destroyer(Normal)[Damage, Crowd Control, Status:Stun]
The Irontech Destroyer does a bit more damage than the Nitronome and more knockback, while having a fair chance of minor stun, all while having the same charge time. The fuse time is the same as the BAB’s, and so is the walk speed reduction.
Potential Hazards
- Slow walking speed while charging leaves you vulnerable
- Long fuse time makes it harder to get the second bomb going
Heavy Deconstructer
One of the least known bombs, the Heavy Decon is one of the least used, because the Master Blast Bomb is honestly better. The two are the same in fuse, radius, and charge time, but the construct damage bonus isn’t really noticeable, and the Master Blast bomb’s extra damage overall is a better option. Furthermore, the Heavy Decon stops at 5*, and the Nitronome greatly outclasses it.
Shard Bombs
The Shard Bomb Line consists of 6 lines of cluster-like bombs that create an initial explosion, then fires a series of non-damageing shards in multiple directions. These shards will then stick into the ground and explode shortly, causing a ring of explosions around the initial placement. These bombs are quite hard to get used to, with the small knockback making mob positions hard to predict. While they are hard to use, they can do extremely high damage with the correct placement. These bombs are unique in that they can hit enemies multiple times, whereas most bombs can only hit an enemy once. In order for this to be able to be used to its full potential, you need to get enemies hit by multiple shards. For example, if you can get a slime between two shards then you can hit it two times, (three if it gets hit by the initial explosion). The bigger the enemy, the more it can be hit. However, a hit limit is in place that prevents shard bombs from inflicting damage on the same enemy with more than 3 shards at once.
Potential Hazards
- Shard bombs knock back enemies multiple times, making it hard to predict their end positions
- Placing it near a wall can result in some shards disappearing
- Sometimes the hit limit will glitch, letting enemies be unaffected by the shard bomb
Shocking Salt Bomb(Shadow)[Damage, Status: Shock]
A unique mix of shock and shadow damage not seen with any other weapon, and it can do a lot of damage, especially against slimes, with a VH damage bonus to that family. The unique advantages presented by the way shock affects slimes makes the Shocking Salt Bomb preferred in slime stratums over the Deadly Dark Matter Bomb.
Scintillating Sun Shards(Piercing)[Damage, Status:Stun]
The SSS combines stun and pierce and a VH damage bonus to fiends to become the ultimate bomb for slaying large quantities of fiends.
Deadly Crystal Bomb(Elemental)[Damage]
The DCB is the only elemental DPS bomb, with the haze series focusing on status affects. It is ideal for slow-moving constructs, and also undead with practice.
Deadly Dark Matter Bomb(Shadow)[Damage]
The DDMB also does shadow damage like the SSB, but it deals more damage, has no bonus to any family, and does not deal a status.
Deadly Shard Bomb(Normal)[Damage]
The DSB does normal damage, being the all-rounder of the series. With other bombs able to do larger damage to families, this bomb is generally only obtained by collectors. A player would probably be better off with a mix of a shadow shard bomb and the DCB.
Deadly Splinter Bomb(Pierce)[Damage]
Another piercing damage shard bomb, the DSB does more damage than the SSS, but lacks a bonus or status.
Vortex Bombs
Starting their alchemy lines at 3 stars, the Vortex line are two very powerful bombs that are in nearly every bomber's arsenal, and for a good reason. Upon explosion, they create a vortex that pulls nearby enemies toward them, letting a bomber control the positioning of monsters in the immediate area and gather them into a single point that can be dealt with using another weapon for a lethal combo. After persisting for a while, the vortex explodes, doing damage and knockback. However, if enough monsters are pulled into the hole, the knockback will not occur. These bombs are excellent in conjunction with powerful charge attacks, such as the Autogun line weapons. Due to the unique crowd controlling properties of these bombs makes them one of the best bombs for use in a team.
Graviton Vortex(Shadow)[Crowd Control]
The GV does shadow damage, making it highly effective against slimes and gremlins. Dedicated bombers will find a lot of use combining this with a Voltiatic Tempest or Shivermist Buster to restrain monsters after the vortex explodes. Although as a general rule Graviton is considered inferior to the Electron Vortex, some players prefer it in stratum with shadow-weak enemies. A demonstration of the Graviton Vortex can be found here.
Potential Hazards
- Standing on top of the bomb when it goes off can trap you in the center of vortex'd enemies
- Enemies can still attack inside the vortex
- Enemies that are alive when the vortex explodes are randomly flung away from the bomb
- Charging this bomb slows you down quite a bit, leaving you vunerable
- Kats are unaffected by the suction
Electron Vortex(Elemental)[Crowd Control, Status:Shock]
The EV is an elemental version of the GV that has a chance to shock enemies that are inside the vortex when it explodes. Despite having a different damage type, this bomb is not intended to do damage, as it only does a littlebit of damage on the initial explosion, and a medium amount of damage when the vortex explodes. Unlike the GV, the EV can trap Kats inside, making it a better option for targeting the undead. Furthermore, because of the possible The Electron Vortex is an elemental version of the Graviton Vortex that has a chance to status enemies that remain inside the vortex when it expires. Despite having a different damage type, the vortex-style bomb is still not a damage bomb as it only deals a trivial amount of damage at the beginning of the vortex and a moderate amount of damage to enemies still in the vortex at the end of it. Unlike the Graviton Vortex, the Electron Vortex is capable of trapping Kat ghosts which makes it a better option for targeting undead. Furthermore, because of the shock, the EV is less likely to fling enemies when the vortex explodes. If the bomb manages to shock a group of enemies, they can be easily daisy-chained into another electron vortex.
Electron Vortex vs Graviton Vortex
The EV is basically superior to the GV. The damage type is not the focus of the bomb, and the EV does a status effect and can affect Kats. However, the EV recipe can only be obtained as a PvP reward, making it unavailable to the people that only play PvE.
"Haze" Bombs
Of all the weapons in game that are able to inflict status conditions, one group reigns supreme, the "Haze Bomb" line. Haze bombs have a small initial explosion that deals a moderate amount of elemental damage, but then spreads a large clout of "haze" that deals a particular stats effect on everything within it, making these weapons extremely effective at applying status effects to large groups of enemies. Although the names of these bombs may not make sense at first glance, the reason these are referred to as "haze bombs" is because once upon a time, unlike now, they were all part of the Haze Bomb alchemy line, and the name has stuck. They are also referred to as "mist bombs" or simply "status bombs"
Shivermist Buster(Elemental)[Crowd Control, Status: Freeze]
The ultimate crowd control bomb, this freezes enemies in place. Being able to freeze a extremely large area at once, this stops enemies dead in their tracks. The downside to a pure CC (Crowd Control) bomb is that the damage output is quite low. A monster only takes damage from freeze when it wears off, or "thawing" Breaking the freeze early with another attack or refreezing results in no damage at all. Mobs can still attack while frozen, so flanking them from the side or behind is recommended. Combining a freeze mob with a weapon with a large Area of Effect can be devestating. After freezing the monsters in place, using a weapon such as a Nitronome can deal an insane amount of damage to a large group of enemies.
Potential Hazards
- Enemies can still attack from the front, approach enemies from behind
- Can refreeze melted ice cubes
- Can create an immovable wall of enemies that knights cannot Shield Bump through
Ash of Agni(Elemental)[Damage, Status:Fire]
The AoA provides a steady damage over time. The fiery mist inflicts fire on any mob caught in the mists. These bombs help soften up enemies, or just slowly burn them to death. As this bomb only causes damage, it generally never disrupts other party members.
Potential Hazards
- Can set Oilers and Toxoils on fire
Venom Veiler(Elemental)[Status: Poison]
Poison is a very weak status. Poison rarely kills knights, and the same can be said of the clockwork's residents. The direct effects of the bomb are poor, having miniscule defensive and offensive debuffs. As a primary choice, the VV is one of the weakest bombs in the game. However, the VV only shines when used to bolster the effectiveness of other weapons. Despite having low direct damage, it can help a great deal when healers are in the room. Poisoned mobs are actually damaged by healers. Furthermore, poisoned mobs only do half as much damage, and take 10% more damage.
Stagger Storm(Elemental)[Crowd Control, Status:Stun]
The SS stuns enemies. Stunned enemies attack and move much slower, making it quite a useful CC tool. However, as the stun does not linger long after the mist dissipates, bombers using the SS should try to keep a mist cloud deployed at all times to avoid enemies go in and out of stun, as adjusting to constant speed changes is difficult for party members
Voltaic Tempest(Elemental)[Crowd Control, Status:Shock]
Between the CC abilities of the Shiv, and the damage provided by the AoA, the occasions where the VT are preferred are quite rare. The problem is that the Shiv completely locks down movement and the AoA does much more damage. However, that only holds against one enemy. An enemy that spasms from shock also damages nearby monsters. This makes the Voltaic Tempest very effective against a large, tight group, especially used in conjunction with a Graviton or Electron Vortex. However, the shock deals elemental damage, and so not nearly as effective against Gremlins or Beasts. The VT really shines against large groups of Kats. As they tend to group together, and the shock interrupts their lunges, it can effectively incapacitate them. In LockDown, or LD, it has a whole new purpose and effectiveness as a defensive tool. In T2, Spamming Lightning Capacitors (The 3* version of this) is an effective way to defend capture points. This is because players tend to wear either Wolver or Cobalt, neither of which provides elemental or shock protection. It's a great way to force Guardians to keep their shield up, which is a great time to pound on their shields with another weapon. Breaking their shield in the mist will automatically shock them and keeping them from putting their shield back up until it restores, and keep them from pulling their shield up long enough to heal other players. Furthermore, the mist keeps Recons off the capture point.
Potential Hazards
- Can supercharge quicksilvers
- Enemies can break ghost blocks, activate switches, and blow up explosive crates when they spasm
- Enemies have reduced knockback when shocked.
Misc Bombs
Dark Briar Barrage(Piercing)[Damage]
The DBB is a piercing damage bomb with similar characteristics to the Nitronome. This bomb lacks knockback, but can knock down soft-bodied enemies like gremlins and wolvers. The lack of knockback means that it does not disrupt the movement of enemies, and so teammates do not have to adjust their gameplay to compensate, and several DBBS can be combo'd together without interfering with each other. The DBB does the same damage as the Nitronome on neutral enemies. As the DBB has no knockback, it has less defensive capabilities and cannot "defend" areas. Bombers can take advantage of the non-disruptive nature of the bomb by running away from enemies while placing down DBBs.
Dark Retribution(Shadow)[Damage]
The DR is a shadow bomb with a unique damage pattern. After a small initial explosion, four orbs begin rotating at the edge of the blast area (2 Clockwise 2 Counterclockwise). These orbs are the main source of damage that the DR deals. The DR has the highest DPS of any bomb in the game, especially if used against immobile or large enemies where multiple orbs can hit the target repeatedly in quick succession, Against enemies such as a Royal Jelly or Battlepod, a few well placed bombs will lead to an extremely quick kill. The DR is one of the best bombs against slimes and constructs, due to the fact that most monsters in those families have motion patterns that make them especially vulnerable to the DR.
Potential Hazards
- Jelly Minis are immune to the orbs
- Due to invincibility frames, DR is useless in LD
- The bomb can only be acquired through the expansion mission Operation Crimson Hammer.
Armor
Armor! Gear! Whatever the name, this is the last line of defense against enemy attacks.
Bomber Sets
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Gunner Sets
The choice armor for gunslingers. Initially, the 3-4* equipment only offers Low Handgun ASI, the 5* upgrade paths cover each special damage type, along with status resists, and medium handgun bonuses.
Gunslinger Line
The Primary choice for gunslingers
Gunslinger(Normal, Pierce)[Low Handgun ASI)
The Gunslinger Set is the initial 3-star version of the gunner line. It protects against normal and pierce. It has a Low Handgun Attack Speed Increase per piece.
Sunset(Normal, Pierce)[Low Handgun ASI]
The Sunset Set is the 4* upgrade, and has increased protection against normal and piercing damage.
Deadshot(Normal, Shadow)[Medium DB vs Undead, Low Handgun ASI]{Curse}
The Deadshot Set protects against normal and shadow damage, and the curse status. Each piece offers a medium Damage Bonus vs Undead, and a low handgun ASI.
Justifier(Normal, Piercing)[Medium Handgun ASI]{Stun}
The Justifier set protects against normal and piercing damage, and the stun status. It also has a medium handgun ASI per piece
Nameless(Normal, Elemental)[Medium Handgun DB]{Freeze}
The Nameless set protects against normal and elemental, and the freeze status. Medium ASI per piece
Shadowsun(Normal, Shadow)[Medium Handgun DB]{Poison}
The Shadowsun Set protects against normal and shadow damage, and the poison status. Medium handgun damage bonus per piece.
Other Helms and Armors
Perfect Mask of Seerus
The Perfect Mask of Seerus protects against normal and elemental, and the fire and shock statuses. However, it has strong negative resistances to the poison and freeze statuses. It provides a low handgun attack speed bonus and a medium handgun charge time reduction bonus. It is a popular helm for FSC, often used in conjunction with Shadowsun Slicker. Note that it must be obtained by either purchasing and running the Operation Crimson Hammer DLC, or purchasing the item itself from another player.
Swordsman Sets
{{showhide|Swordsman Sets|content= The best gear for a swordsman is the Wolver line. The wolver line is fairly simple from 1-4*, providing a Low Sword DB. At 5* however, you have to decide between Skolver, Snarbolax, and Vog Cub or Vog. While it is ideal to possess both Skolver/Snarbolax and Vog, those who cannot yet afford this should consider the pros and cons of each.
Skolver(Normal, Piercing)[Medium Sword DB]{Freeze}
The straight upgrade of the Wolver line, it protects against normal and piercing damage, gives resistance to Freeze, and a medium sword damage bonus per piece. When used with the BTS a maximum sword damage bonus can be obtained. While very good offensive armor, its lack of elemental defense, ASI, and fire resistance can make you more vulnerable than Vog users, especially with slow swords and in FSC.
Snarbolax(Normal, Shadow)[Medium Sword DB]{Freeze, Poison}
Snarby is the same as Skolver, but with Shadow Def instead of Piecing, and less freeze reistance for poison. Since this can only be crafted in Sanctuary, after a Shadow lair, this is not a realistic choice for your first 5* armor.
Vog Cub(Normal, Elemental)[Medium ASI]{Fire}
Unlike Skolver and Snarbolax, Vog trades out the sword damage bonus for a ASI. It protects against normal and elemental damage, and gives resistance to fire, making it ideal for Firestorm Citadel (FSC). Elemental defense is much more important in T3, which usually makes this a better choice than Skolver.
Mixed Vog/Skolver/Snarbolax
A hybrid set will provide an average of the benefits of the sets you chose to mix. A common combination is Vog Cap/Skolver Coat, having both ASI and DB, covering both Elemental and Piercing, and providing resistance to Fire and Freeze.