Difference between revisions of "Crescent Phoenix (Guild)/Zenith's Guide"

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===Sword Advanced Techniques/Strategy===
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Some techniques and strategy to maximize effectiveness and minimize damage when wielding a sword
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====Beat====
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{{showhide|Beat|content=
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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.
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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.
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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.
 
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====Lunge====
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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.
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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.
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====Shield Cancel====
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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.
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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.
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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.

Revision as of 05:20, 24 January 2013

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.

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 {{showhide|Swords|content=

Control Scheme

Recommended Control Scheme for a Swordsman

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.

Medium Speed Swords

Slow Swords

Sword Advanced Techniques/Strategy

Some techniques and strategy to maximize effectiveness and minimize damage when wielding a sword

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
Attack Shield Aim Move Switch Weapon
LMB RMB Mouse WASD Space
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