Difference between revisions of "Talk:Shieldbearer Guide"

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When doing a 3-swing combo using shield cancels to repeat your first swing, you can hold the attack button on the third swing to cancel it into the charge animation then immediately release it to swing again. This effectively gives you a 4-swing combo. This works with all swords (3-swing combo with Avenger, etc.)
 
When doing a 3-swing combo using shield cancels to repeat your first swing, you can hold the attack button on the third swing to cancel it into the charge animation then immediately release it to swing again. This effectively gives you a 4-swing combo. This works with all swords (3-swing combo with Avenger, etc.)
 
You can switch weapons after shield canceling, then cancel the weapon switch animation with an attack. After swinging, you and shield cancel again and repeat the process. With proper timing this gives you an infinite combo.--[[User:Yurka0001|Yurka0001]] 19:40, 17 September 2011 (UTC)
 
You can switch weapons after shield canceling, then cancel the weapon switch animation with an attack. After swinging, you and shield cancel again and repeat the process. With proper timing this gives you an infinite combo.--[[User:Yurka0001|Yurka0001]] 19:40, 17 September 2011 (UTC)
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==Shield Bumping additions==
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Possibly add a note about bumping Hazards towards enemies (and vice versa). For example, a Blast cube which is about to detonate can be bumped into a group of enemies so it explodes on them, causing damage.
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*it'd be better to have a list of exceptions that can't be bump also. Like Trojens.
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== Status effects ==
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This guide and the [[Shield]] article both describe how a shield's health and damage protections work. Excellent. However, neither this guide nor the Shield article describes how a shield's status protections work. Isn't it true that shield status protections filter attacks a bit, letting less of the status through to the user? This should be explained better. [[User:Jdavis|Jdavis]] 14:36, 14 December 2011 (UTC)
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: No, that's not true, as far as I know.  This guide already describes the way (I think) shields interact with status effects, which is (1) they '''completely''' block them while raised, just like they do damage (see "The Basics"), and (2) if the shield has resistance against that status, the ''shield'' takes less damage when blocking it (see "Shield Statistics").  One editor claims that tier 2/3 greavers can inflict statuses through shields, but I've never noticed that and I suspect they're mistaken; certainly, if they do, they're a bizarre exception. --[[User:Antistone|Antistone]] 22:01, 16 December 2011 (UTC)
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::Thanks for your response; I hadn't read this article carefully enough. But some things are still unclear: "if the shield has resistance against that status, the ''shield'' takes less damage when blocking it". Less damage than what? A status effect is not a form of damage. If my shield has poison resistance, and yours doesn't, and we both get hit by poison turret bullets with our shields up...then what? Please clarify. [[User:Jdavis|Jdavis]] 23:55, 16 December 2011 (UTC)
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:::I believe that status effects ''are'' a form of damage, as far as shields are concerned.  Shields lose health when they block a status effect.  Shields that have resistance against that status effect lose less health than shields that don't.  In your example, my shield would have less remaining health than yours.
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:::Shields don't let through statuses while they're raised (even if they have zero resistance).  Shields don't give you passive resistance while they're lowered (check your overall stats at the bottom of the character window).  Shields cannot ''themselves'' be afflicted with status effects separately from you (as far as I can tell).  So what else would a shield's resistance do? --[[User:Antistone|Antistone]] 00:35, 17 December 2011 (UTC)
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::::I agree that shields don't give you passive resistance, and shields don't get stunned or poisoned. That's why I (along with probably 95% of players) am confused about statuses on shields. Your conclusion is reasonable, although I wish there were a slam-dunk argument for it, rather than just "nothing else makes sense". In other words, you're probably right, but I would never have expected the rules to be constructed this way, where status is a form of damage against shields. But thank you. :) [[User:Jdavis|Jdavis]] 15:04, 17 December 2011 (UTC)
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:::::Yes, Status effects definitely do damage to shields, proof can be found when blocking a zombie breath attack. Zombies' breath attack does not do any direct damage, only status effect, but if you block them for long enough, your shield will break. What is more confusing however, is when blocking while on fire. While the shield will not block it entirely, but even when the shield doesn't have ANY fire resistance, it will reduce the damage done by the fire (Seen while running Firestorm Citadel with Barbarous Thorn Shield). [[User:AdmiralTails|AdmiralTails]] 20:09, 7 February 2012 (UTC)
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== Shield charging ==
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It's possible to shield charge by hitting shield once and holding down the attack key, releasing shield immediately after hitting attack. You can then hit shield a second time the regular duration of a shield charge delay away from the first, and release it immediately to start a shield charge without holding up the shield for any significant length of time. This is useful when you wish to start a charge and not lose speed. [[User:Addisona]] 9/9/12

Latest revision as of 02:03, 12 October 2012

Cancel combos

When doing a 3-swing combo using shield cancels to repeat your first swing, you can hold the attack button on the third swing to cancel it into the charge animation then immediately release it to swing again. This effectively gives you a 4-swing combo. This works with all swords (3-swing combo with Avenger, etc.) You can switch weapons after shield canceling, then cancel the weapon switch animation with an attack. After swinging, you and shield cancel again and repeat the process. With proper timing this gives you an infinite combo.--Yurka0001 19:40, 17 September 2011 (UTC)

Shield Bumping additions

Possibly add a note about bumping Hazards towards enemies (and vice versa). For example, a Blast cube which is about to detonate can be bumped into a group of enemies so it explodes on them, causing damage.

  • it'd be better to have a list of exceptions that can't be bump also. Like Trojens.

Status effects

This guide and the Shield article both describe how a shield's health and damage protections work. Excellent. However, neither this guide nor the Shield article describes how a shield's status protections work. Isn't it true that shield status protections filter attacks a bit, letting less of the status through to the user? This should be explained better. Jdavis 14:36, 14 December 2011 (UTC)

No, that's not true, as far as I know. This guide already describes the way (I think) shields interact with status effects, which is (1) they completely block them while raised, just like they do damage (see "The Basics"), and (2) if the shield has resistance against that status, the shield takes less damage when blocking it (see "Shield Statistics"). One editor claims that tier 2/3 greavers can inflict statuses through shields, but I've never noticed that and I suspect they're mistaken; certainly, if they do, they're a bizarre exception. --Antistone 22:01, 16 December 2011 (UTC)
Thanks for your response; I hadn't read this article carefully enough. But some things are still unclear: "if the shield has resistance against that status, the shield takes less damage when blocking it". Less damage than what? A status effect is not a form of damage. If my shield has poison resistance, and yours doesn't, and we both get hit by poison turret bullets with our shields up...then what? Please clarify. Jdavis 23:55, 16 December 2011 (UTC)
I believe that status effects are a form of damage, as far as shields are concerned. Shields lose health when they block a status effect. Shields that have resistance against that status effect lose less health than shields that don't. In your example, my shield would have less remaining health than yours.
Shields don't let through statuses while they're raised (even if they have zero resistance). Shields don't give you passive resistance while they're lowered (check your overall stats at the bottom of the character window). Shields cannot themselves be afflicted with status effects separately from you (as far as I can tell). So what else would a shield's resistance do? --Antistone 00:35, 17 December 2011 (UTC)
I agree that shields don't give you passive resistance, and shields don't get stunned or poisoned. That's why I (along with probably 95% of players) am confused about statuses on shields. Your conclusion is reasonable, although I wish there were a slam-dunk argument for it, rather than just "nothing else makes sense". In other words, you're probably right, but I would never have expected the rules to be constructed this way, where status is a form of damage against shields. But thank you. :) Jdavis 15:04, 17 December 2011 (UTC)
Yes, Status effects definitely do damage to shields, proof can be found when blocking a zombie breath attack. Zombies' breath attack does not do any direct damage, only status effect, but if you block them for long enough, your shield will break. What is more confusing however, is when blocking while on fire. While the shield will not block it entirely, but even when the shield doesn't have ANY fire resistance, it will reduce the damage done by the fire (Seen while running Firestorm Citadel with Barbarous Thorn Shield). AdmiralTails 20:09, 7 February 2012 (UTC)

Shield charging

It's possible to shield charge by hitting shield once and holding down the attack key, releasing shield immediately after hitting attack. You can then hit shield a second time the regular duration of a shield charge delay away from the first, and release it immediately to start a shield charge without holding up the shield for any significant length of time. This is useful when you wish to start a charge and not lose speed. User:Addisona 9/9/12

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