Difference between revisions of "User talk:Addisona"

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This is temporarily being used to make a new page for my guild.
 
This is temporarily being used to make a new page for my guild.
  
=== Swords ===
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I wrote this on a forum and felt that I should post it here as a rough draft for a vana guide:
  
General Use:
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Ohkay.... defenses aren't that important really. They DO ADD SOMETHING but are always trumped by bonuses, with the exception of mad bomber (damage VH for massive status weaknesses). Generally, fire and normal protection and normal protection are the most important. At first, when you have little experience with slags, shadow is important, but it becomes much less so later on. Elemental is helpful, too.
  
For elemental or shadow swords, there are two options: brandishes or sealed swords. Brandishes offer higher attack speed and DPS (and the acheron can be charged while the faust cannot), while sealed swords offer a wide attack area, higher damage per hit, as well as more knockback. Try both out at some point before making the final decision. While your proto sword can be used to imitate the brandish, you will need to do 7 JK runs to get enough tokens to buy a sealed sword.
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Shields? Anything goes, really. If you're breaking a 4* or 5* shield in the clockworks, you need to start rethinking your play style (with the exception of laggy players who can't help it).
  
For piercing damage, your only option is a flourish. However, these come in two viable lines: the barbarous thorn blade and the final flourish. The only difference is the charge attack. The barbarous thorn blade slashes and shoots out spikes in a short range (oh, and it also pushes the user backwards), while the final flourish executes a quick, high damage combo. The final flourish charge is usually better for individual monsters, while the barbarous thorn blade works better for groups (it also provides a potential strategy for fighting lord vanaduke). However, the barbarous thorn blade's recipies cannot be obtained from the hall of heroes as it is a token item, so the final flourish is cheaper, overall.
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Weapons? You want elemental damage for the FSC, only thing that it doesn't hit is oilers. HOWEVER for vana, the easiest strategy entails some blitz needles (strike or plauge needles work too) and a shivermist, though I don't do this anymore since it's boring (talking body phases. Oh, and this is the SAFEST method, not the fastest.)
  
Specialty Swords:
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1: Throw a freeze vial at him to start it off, giving the shiver a moment to run in and bomb him. While he's conveniently stuck, everyone else should busy themselves with eliminating the spawns. Once all of the zombies are dead, sync up using charges on the blitz needle while the shivermist continues to freeze him in place. Always hit him from the back. If you do not have a blitz needle for this phase, use your highest DPS or damage per charge weapon (nothing that does shock though) to hit him, but only while the blitzes are actively firing.
  
Dread Vile Striker: This sword dishes out the absolute highest DPS of any sword. However, it's rather hard to use due to it's forward movement and long combo. It also dishes out poison, which increases the damage of attacks. It has a good application against vanaduke's mask phases, and is an okay option for the budgeted gunner or bomber to use as a side-arm.
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2: This time just start it off by dropping a bomb near the center of the stage where he marches to. Kill the spawns, then repeat what was done in the previous phase. This time, if you don't have a blitz, throw water at the fire balls circling (they block bullets) at the same time you would have hit him in the previous phase. Don't melee him, even if the balls are all down. They respawn without warning.
  
Caliburs: These swords dish out some decent damage and are good as a side-arm. The spinning charge attack hits three times on stationary targets, and dishes out knockback. While the Leviathan Blade offers higher overall damage, the Cold Iron Vanquisher gives a damage bonus on undead monsters, making it an okay option as a side arm for the FSC-oriented gunner or bomber. The leviathan blade can do the same, and though it will be less effective against about half of the populace of the FSC, it is a better option for the vast majority of the game outside of the FSC.
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3: Trickier. This time the spawns are actually dangerous. Shiver freezes from the right side, attempting to freeze the slag on spawn as well as vana, killing two birds with one stone (no guarantees though, due to patching a month or so ago). Be ready for him to charge you, and if he does, get him to charge back in to the freeze radius and get him on the rebound (or whichever rebound you succeed on). The blitzes, etc, should all line up their most powerful charge on the left slag. One blitz should fire a charge off a touch before spawn so as to interrupt the monster's rotation, making it so that you don't get charged. If he's not dead yet, aggro him up and down the left side, hitting him when he pauses to complete his attack. Then go back to killing vana like the other stages, don't unfreeze the other slag guard.
  
Fang of Vog: You will probably have learned about this guy by the time you're able to get him. It has a crazy strong charge attack (but it hurts the user), but is terrible for normal use. It has application against a select few monsters - Trojans and Slag Guards, though it also has application against the Roarmulous Twins and Jelly King. You get it with 40 almirian seals (vanaduke tokens).
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Other notes: freeze vials are get out of jail free cards for if vana breaks loose; throw one and reset to frozen state. Poison vials will increase damage. The shivermist is the most important party member, do not let them die. Also, don't lead your slag guard into them. The shivermist should stand a suitable distance away so as to not get hit by fire balls but still freeze vana. On phase one, they should stand far enough away so as not to unfreeze vana with the bomb's blast.
  
Further Advice: While it is considerable to carry a normal damage sword as a side-arm, I would recommend against it. They lose almost all application in the end-game, as their damage is outclassed by a typed sword in all cases. Rather, I would suggest that, if you plan on having a side-arm sword, that you take an elemental sword instead. They work fine in the FSC, IMF, and JK, and will do more damage against most monsters in these cases.
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Okay, I'm done writing, hope that helps. I'd edit it for typos, but I don't wanna write any more.
  
=== Guns ===
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Elemental:
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Alchemers: These babies do good DPS if used well, due to their ricochets. While I would recommend a shock alchmer (voltech), ice and non-status are okay options as well. Shock will generally offer more DPS, but freezes are often useful, and for those inept at shocking monsters together, the prismatech is probably the right choice. The firo driver's status does not work in the FSC, so it is not recommended.
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Polaris: This gun is nicknamed the "trollaris", and that is for a very good reason. It's the most annoying gun in the game. It does big knockback, and is accompanied by a bright flash, so players may "support" others by spamming on top of them, blinding them in the process. DO NOT MISUSE THIS GUN! That said, it offers excellent DPS and a shock status, and the knockback can be used for crowd control. The bullets expand and get bigger toward the end of the shot (before this point they don't cause the bright explosion and knockback), so you need to distance yourself from the enemy properly to use it to it's full effect. However, the smaller shot is favored in some situations, where the knockback is undesireable. Oh, and the shots are slow-moving
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Argent Peacemaker (AP): This offers decent DPS and not much else. It lacks the area damage explosion of the polaris, and the ricochets of the alchemers. It fires very fast and has a big clip, though, so it has application in lockdown and non-combat PvE scenarios (it opens boxes and destroys rubble quickly).
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Shadow:
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Umbra Driver: A shadow alchemer, a shadow version of the prisma driver.
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Sentenza: A shadow AP.
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Biohazard: This weapon is weird, and I don't own one and have rarely seen one in use, so I will make no judgements.
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Piercing:
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Piercing guns are hard to apply to anything. On the whole they suck, and though the blitz/plauge needles have an applican vs. Lord Vanaduke, there is no piercing gun right now that can be used safely and easily against devilites or greavers.
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Needles: The plauge needle and blitz needle are almost entirely exclusive to fighting vanaduke. I'll have a guide to killing him later, but for now, just know that you will have to get one eventually, and that the blitz needle is usually better for vanaduke newbs like yourself.
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Callahan: Right now this gun is very hard to use. Not very good damage, and it stops you from moving. For the absolute gunning purist, however, this is often used to kill devilites and wolvers, though some will just go with a shadow or elemental gun due to it's general crappiness. Basically, it's the only general use piercing gun. But it's pretty bad.
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=== Bombs ===
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Damage:
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Nitronome: It hurts stuff. It pushes them away from the center. It makes a bright explosion. What else did you expect from a bomb? Oh, and on another note, it's really annoying if misused. Because we can't see when you drop it on us, dang it!
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Dark Briar Barrage (DBB): Like a nitronome, but with a longer fuse, no knockback, piercing damage, and a less-bright explosion. It is often used by those who find it hard to keep nitronomes in places their teammates won't mind.
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Radiant Sun Shards (RSS): Though this bomb only goes to 4*, it still works great. The explosion sends out eight projectiles, each with a long range and decent damage. It has a pretty short fuse, too. It's piercing/elemental, so it works it's best in the FSC.
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Ash of Agni: This bomb sends out fire mist, an effect that sets monsters that walk through the bomb on fire (the mist stays for 5 secs after the bomb is laid). It works well in the IQ SL (burning ice cubes is crippling to them), and does some decent damage without the bothersome knockback and flash of the nitronome. However, it DOES NOT WORK for the FSC because almost everything there is either immune to fire or benifits from it.
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Dark Retribution (DR): This is a shadow bomb that has a small damaging explosion, followed by the release of four orbs that rotate around the bomb source for a few seconds. They do damage on any monster they hit. This bomb does good damage and is less disruptive than a nitronome would be, though it is less effective vs. monsters that are fast enough to escape the orbs.
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Latest revision as of 02:47, 10 September 2012

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

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

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

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

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

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

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

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

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

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

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